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  1. - Top - End - #1
    Ettin in the Playground
     
    TheWombatOfDoom's Avatar

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    Default Empire! The Lands of Telluris (the fluff beyond the crunch)

    While this thread is a part of the Empire! Community World Building Game, it is also apart from it. The Game itself is the world history of thise world building event. The actions the players take shape the intracate details of an ever changing, constantly conflicting, world.

    Below are the nations themselves, where players may post the details of their own regions, adding fluff and details as they go. This is a reference guide, and compilation, an index, and possibly a discussion, on these nations.




    Players! Please post your region groups below, even if you have them in the OOC of the game. This thread we aim to keep unlocked so you may not fear the mods closing a thread you're post is in, and keeping it from being editable. This thread also allows you to post as much as you need, and if you need a larger group, feel free to copy and paste your posts into new posts and deleting your old ones so that you get more room. However, please use double (and more) posting only when it is neccessary based on you character length (or anticipation there of) as the forum rules dictate. Further, I don't see the point in worrying about having a particular order, but I will link each region, in order, here in the main post after I get a good chunk of them.

    Others! If you are interested in being a part of this game, see the main thread which is also in the World Building section of the forums. Once you get put into the game, you can put your region post here.




    A region number with an A after the number is an Aboveground region that has another region situation below them.

    A region number with a B after the number is an Belowground region that is situated below the region sharing its number.

    A region number with a P in front of it designates that this is a Polar region.

    A region number with a U in front of it designates that this is a Underwater region.

    Note: *** means that the region currently has no listed fluff.

    Nomads:
    The Everburning Horde
    The Tuvaak Orcs
    The An Naduri
    The Warriors of Syivine
    The One Who Watches
    The Ancient Coven

    Region Number
    Region Name
    Kingdom
    P1 Mictlanpa Kingdom of Hurosha - Calorum (Lesser Vassal)
    P2 Wenyavuk Empire of Dawn - Faedas Freehold (Greater Vassal)
    P3 Krepida Glazfell Hegempire - Sympolemou (Lesser Vassal)
    P4 - Voreal Kingdom
    P5 - Voreal Kingdom
    P6 Kuldran Kingdom of Kuldran
    P7 Zhido Kretoria Zhido Kretoria
    P8 Tletica Kingdom of Hurosha - Calorum (Lesser Vassal)
    P9 Sovrassia Banished Kingdom of Kell
    P10 - Banished Kingdom of Kell
    P16 - -
    U1 Abyssian Sea Sobrida Empire - Coalition of the Abyssian Sea (Greater Vassal)
    U2 - Sobrida Empire - Coalition of the Abyssian Sea (Greater Vassal)
    U4 Challenger Depths Sobrida Empire - Coalition of the Abyssian Sea (Greater Vassal)
    U6 Savage Reaches Sobrida Empire - Coalition of the Abyssian Sea (Greater Vassal)
    U11 Cuan Kingdom of Hurosha (Liege)
    U12 Abyss of Corraich Kingdom of Hurosha (Liege)
    U13 Scálaísceir Regnum of Praeclarus - Cephalo’Di (Lesser Vassal)
    U14 Cephalo’Di Regnum of Praeclarus - Cephalo’Di (Lesser Vassal)
    U16 Barathrum Regnum of Praeclarus (Liege)
    U17 Margaria Regnum of Praeclarus (Liege)
    U21 Rapture Empire of Dawn - Serendel (Liege)
    U22 Symphony Empire of Dawn - Guilderene Expanse (Lesser Vassal)
    U23 - Empire of Dawn - Guilderene Expanse (Lesser Vassal)
    U25 - Empire of Dawn - Guilderene Expanse (Lesser Vassal)
    U27 - Glazfell Hegempire - Holy Kingdom of Sycia (Lesser Vassal)
    U31 Praeclarus Regnum of Praeclarus (Liege)
    U32 Vagas Littus Regnum of Praeclarus (Liege)
    U33 Belua Bay Regnum of Praeclarus (Liege)
    U34 Palitanate of Myrwik Regnum of Praeclarus (Liege)
    1 Gunung Kingdom of Hurosha - Calorum (Lesser Vassal)
    2A Celero Salterri Imperium - Kingdom of Celero (Lesser Vassal)
    2B Bereginia Salterri Imperium - Kingdom of Celero (Lesser Vassal)
    3 Nyroth Kingdom of Hurosha (Liege)
    4A Kasumor Kingdom of Hurosha (Liege)
    4B Shikurai Kingdom of Hurosha (Liege)
    5A Heartwaste Empire of Dawn - Faedas Freehold (Greater Vassal)
    5B Eyrecradia Empire of Dawn - Faedas Freehold (Greater Vassal)
    6 Woodwind Kingdom of Hurosha (Liege)
    7A Calorum Kingdom of Hurosha - Calorum (Lesser Vassal)
    7B Gwrîstîn Kingdom of Hurosha (Liege)
    8A Aloren Aloren
    8B K'braashriix K'braashriix
    9 Genivana Regnum of Praeclarus - Cephalo’Di (Lesser Vassal)
    10 Hrathan-Tuor Regnum of Praeclarus - Cephalo’Di (Lesser Vassal)
    11A Raaneka Empire of Dawn - North Lyradis (Lesser Vassal)
    11B Ayava Empire of Dawn - Faedas Freehold - Razdis Underpire (Lesser Vassal)
    12 Qarimos Empire of Dawn - Serendel (Liege)
    13A Lyradis Empire of Dawn - North Lyradis (Lesser Vassal)
    13B Razdis Empire of Dawn - Faedas Freehold - Razdis Underpire (Lesser Vassal)
    14A Guilder Empire of Dawn - Guilderene Expanse (Lesser Vassal)
    14B Elbaraz Empire of Dawn - Faedas Freehold - Razdis Underpire (Lesser Vassal)
    15A Zargrim Kingdom of Hurosha (Liege)
    15B Keldagrim Empire of Dawn - Faedas Freehold (Greater Vassal)
    16A Pryonia Kingdom of Hurosha - Calorum (Lesser Vassal)
    16B Galie-Noiret Empire of Dawn - Faedas Freehold (Greater Vassal)
    17A Tekorva Empire of Dawn - Faedas Freehold (Greater Vassal)
    17B Yorukuni Empire of Dawn - Faedas Freehold (Greater Vassal)
    18A Sympolemou Glazfell Hegempire - Sympolemou (Lesser Vassal)
    18B Aimplach Glazfell Hegempire - Sympolemou (Lesser Vassal)
    19 Domhan Abhaile Empire of Dawn - North Lyradis (Lesser Vassal)
    20A Bordeux Kingdom of the Silver Moon - Borduex (Liege)
    20B Archos Kingdom of the Silver Moon - Borduex (Liege)
    21A Sulvan's Fury Sulvan Primarchy
    21B - -
    22A Ashenia Kingdom of Ashenia (Liege)
    22B - -
    23 Crima Salterri Impreium - Seabourne Confederation - Tyranny of New Crima (Lesser Vassal)
    24 Tar Salterri Imperium - Seabourne Confederation (Greater Vassal)
    25 Jeweled Cities Salterri Imperium - Seabourne Confederation (Greater Vassal)
    26 Shengdi
    (formerly Cassia)
    Salterri Imperium - Salterri Heartlands (Liege)
    27 Scla'ca Kingdom of the Silver Moon - Alydaxan Dominion (Lesser Vassal)
    28 Hazaria Kingdom of Ashenia (Liege)
    29 Alydaxis Kingdom of the Silver Moon - Alydaxan Dominion (Lesser Vassal)
    30 Grizzland Regnum of Praeclarus - Cephalo’Di (Lesser Vassal)
    31 Grmanhil Empire of Dawn - Serendel (Liege)
    32 Selyra Empire of Dawn - Serendel (Liege)
    33A Bracia Salterri Imperium - Salterri Heartlands (Liege)
    33B Landerkunst Sobrida Empire - Kingdom of Mularuhm (Greater Vassal)
    34A Bor-Teire Salterri Imperium - Salterri Heartlands (Liege)
    34B Graberlock Sobrida Empire - Kingdom of Mularuhm (Greater Vassal)
    35 Salteire Salterri Imperium - Salterri Heartlands (Liege)
    36 Aus-Teire Salterri Imperium - Salterri Heartlands (Liege)
    37 Pontensulae Salterri Imperium - Salterri Heartlands (Liege)
    38 Penoccident Salterri Imperium - Salterri Heartlands (Liege)
    39 Propinlonge Salterri Imperium - Kingdom of Celero (Lesser Vassal)
    40 Solus Kingdom of the Silver Moon - Alydaxan Dominion (Lesser Vassal)
    41 Glirfrey Kingdom of the Silver Moon - Glirfrey (Lesser Vassal)
    42 Arix'La Kingdom of the Silver Moon - Alydaxan Dominion (Lesser Vassal)
    43 Angan Anvale Kingdom of Ashenia (Liege)
    44 Kyaralath Kingdom of Ashenia (Liege)
    45A Lacertia Kingdom of Ashenia (Liege) ***
    45B Ascalaine Kingdom of Ashenia (Liege) ***
    46 Intepeuh Kingdom of Ashenia (Liege)
    47A Niskovia Sovereign Principality of Niskovia (Liege)
    47B Halja Sovereign Principality of Niskovia - Fera (Lesser Vassal)
    48 Karintiya Sovereign Principality of Niskovia (Liege)
    49 Errelosse Kingdom of the Silver Moon - Borduex (Liege)
    50 Sycia Glazfell Hegempire - Holy Kingdom of Sycia (Lesser Vassal)
    51 Felitora Glazfell Hegempire - Holy Kingdom of Sycia (Lesser Vassal)
    52 Drugaud Glazfell Hegempire (Liege)
    53 Rannara Empire of Dawn - Guilderene Expanse (Lesser Vassal)
    54 Maos Empire of Dawn - Guilderene Expanse (Lesser Vassal)
    55 Sahra'a Glazfell Hegempire (Liege)
    56 Skarval Glazfell Hegempire (Liege)
    57 Frosskov Glazfell Hegempire (Liege)
    58 Estglaz Glazfell Hegempire (Liege)
    59 Glazfell Glazfell Hegempire (Liege)
    60 Borlmyn Empire of Dawn - Serendel (Liege)
    61A Requiem Empire of Dawn - Serendel (Liege)
    61B Triumph Empire of Dawn - Serendel (Liege)
    62A Jarrland Sobrida Empire - Kingdom of the Carmine Sea (Liege)
    62B Asterith Sobrida Empire - Kingdom of Mularuhm (Greater Vassal)
    63A Discordia Sobrida Empire - Kingdom of the Carmine Sea (Liege)
    63B Galardoth Sobrida Empire - Kingdom of Mularuhm (Greater Vassal)
    64A Vennland Sobrida Empire - Kingdom of the Carmine Sea (Liege)
    64B Mulharum Sobrida Empire - Kingdom of Mularuhm (Greater Vassal)
    65A Minotron Caercian Consortium (Liege)
    65B Meiterdon Sobrida Empire - Kingdom of Mularuhm (Greater Vassal)
    66 Wyrmar Caercian Consortium (Liege)
    67 Palas Caercia Caercian Consortium (Liege)
    68A Pavonia Caercian Consortium - Grand Duchy of Pavonia (Lesser Vassal)
    68B Norogh (Novorogh) Sobrida Empire - Kingdom of Mularuhm (Greater Vassal)
    69A Farridon Sobrida Empire - Kingdom of the Carmine Sea (Liege)
    69B Riderock Sobrida Empire - Kingdom of Mularuhm (Greater Vassal)
    70 Valterre Kingdom of the Silver Moon - Borduex (Liege)
    71 Malkavan Kingdom of the Silver Moon - Borduex (Liege)
    72 - Kingdom of the Silver Moon - Borduex (Liege)
    73 Maur Ash-Kingdom of Maur
    74 Kaspiyskiya Sovereign Principality of Niskovia (Liege)
    75 Fraezeid Sovereign Principality of Niskovia - Fera (Lesser Vassal)
    76A Neo Scandza Sovereign Principality of Niskovia - Fera (Lesser Vassal)
    76B Zente Sovereign Principality of Niskovia - Fera (Lesser Vassal)
    77 Valeriya Sovereign Principality of Niskovia (Liege)
    78 Vythau Sovereign Principality of Niskovia - Fera (Lesser Vassal)
    79 Hleibjan Sovereign Principality of Niskovia - Fera (Lesser Vassal)
    80 - Voreal Kingdom
    81 Issedonia Voreal Kingdom
    82 Haiwaste Glazfell Hegempire (Liege)
    83 Ahmeskharras (Clanships) Tzaltec Empire - METAL - Ahmeskharras (Lesser Vassal)
    84 Maztpoala (Frontier) Tzaltec Empire (Liege)
    85 Amocuallan Tzaltec Empire (Liege)
    86 Tzalteclan Tzaltec Empire (Liege)
    87 Elomaoli Tzaltec Empire (Liege)
    88 Niemidaland Sobrida Empire – Niemida Prefecture (NPC Lesser Vassal)
    89 Meimanda Sobrida Empire – Niemida Prefecture (NPC Lesser Vassal)
    90 Galomyr Salterri Imperium - Seabourne Confederation (Greater Vassal) ***
    91 Bloomenwald Isles Salterri Imperium - Seabourne Confederation (Greater Vassal)
    92 Bjurnja Caercian Consortium (Liege)
    93 Sterklev Caercian Consortium (Liege)
    94 Cridan (Cas-Teire) Salterri Impreium - Seabourne Confederation - Tyranny of New Crima (Lesser Vassal)
    95 Thousand Vales Caercian Consortium - Grand Duchy of Pavonia (Lesser Vassal)
    96 Promise Caercian Consortium - Grand Duchy of Pavonia (Lesser Vassal)
    97 Miskaton Salterri Impreium - Seabourne Confederation - Tyranny of New Crima (Lesser Vassal)
    98 Vantalaan Salterri Impreium - Seabourne Confederation - Tyranny of New Crima (Lesser Vassal)
    99 Faelthalas Caercian Consortium - Kingdom of Faelthalas (Lesser Vassal)
    100 The Thumping Plains Tzaltec Empire - METAL (Greater Vassal)
    101 Nanacatlon Tzaltec Empire (Liege)
    102 Axiquahitl Tzaltec Empire (Liege)
    103 Keystone Tzaltec Empire - METAL (Greater Vassal)
    104 Oztotla Tzaltec Empire (Liege)
    105 Kapital Tzaltec Empire - METAL (Greater Vassal)
    106 Nezetkharras Tzaltec Empire (Liege)
    107 West Kap Tzaltec Empire - METAL (Greater Vassal)
    108 Planinfrag Glazfell Hegempire - Kingdom of Stolok (Greater Vassal)
    109 Anavia Glazfell Hegempire - Kingdom of Stolok (Greater Vassal)
    110 Kseverumestia Sovereign Principality of Niskovia (Liege)
    111 Tekoshkiya Sovereign Principality of Niskovia (Liege)
    112 Serdtsezimiya Sovereign Principality of Niskovia (Liege)
    113 Cantroth Sovereign Principality of Niskovia - Del'taihn Provinces (Lesser Vassal)
    114 Ravusia Ash-Kingdom of Maur
    115 Dinarii Ash-Kingdom of Maur
    116 Taloqi Ash-Kingdom of Maur
    117 - Voreal Kingdom
    118 Holy States -
    119 Arresia Glazfell Hegempire - Kingdom of Stolok (Greater Vassal)
    120 Isles of Tepetl Sobrida Empire - Kingdom of the Isles (Greater Vassal)
    121 Sanglea Sobrida Empire - Kingdom of the Isles (Greater Vassal)
    122 Broken Enclave Sobrida Empire - Kingdom of the Isles (Greater Vassal)
    123 Coldwell Sobrida Empire - Kingdom of the Isles (Greater Vassal)
    124 Tempestia Sobrida Empire - Kingdom of the Carmine Sea (Liege)]
    125 Trinacria Sobrida Empire - Kingdom of the Carmine Sea (Liege)
    126 Tuhiland Sobrida Empire - Kingdom of the Carmine Sea (Liege)
    127 Frios Caercian Consortium - Grand Duchy of Pavonia (Lesser Vassal)
    128 Tumeland Sobrida Empire - Kingdom of the Carmine Sea (Liege)
    129 - Banished Kingdom of Kell
    130 Sea of Glass Salterri Imperium - Seabourne Confederation (Greater Vassal)
    131 Novrania Salterri Imperium - Seabourne Confederation (Greater Vassal)
    132 Indica Kingdom of the Silver Moon - Borduex (Liege)
    133 Rì Chūgǎng Salterri Imperium - Kingdom of Celero (Lesser Vassal)
    134 Nan Hai Nian Salterri Imperium - Kingdom of Celero (Lesser Vassal)
    135 Dong Bu Dosi Salterri Imperium - Kingdom of Celero (Lesser Vassal)
    136 Dong Nam Dosi Chivalric Republic of the United Free Cities
    137 Nezett Karn Kingdom of the Silver Moon - Borduex (Liege)
    138 Land of Free Knights Chivalric Republic of the United Free Cities
    139A Alzeroth Huroshan Empire - Alzeroth Collective (Lesser Vassal)
    139B Hringboga Huroshan Empire - Alzeroth Collective (Lesser Vassal)
    140 Pomeque Ash-Kingdom of Maur
    141 Kemuliaan Chivalric Republic of the United Free Cities - Kemuliaan (Lesser Vassal)
    142A Bastet Chivalric Republic of the United Free Cities
    142B Veige Huroshan Empire - Alzeroth Collective (Lesser Vassal)
    143 Kanyat Chivalric Republic of the United Free Cities
    144 Telek'kra People of Telek'kra
    145 Trandar People of Telek'kra
    146A Rikorsial Great Sharixian Republic
    146B Jaote Great Sharixian Republic
    147 Ziben Yong Salterri Imperium - Kingdom of Celero (Lesser Vassal)
    148 Maisel Great Sharixian Republic
    149 Kakowokula Great Sharixian Republic
    150 - -
    151 - -
    152 Dekboard Kingdom of Dekboard
    153 Puerto Melizine Caercian Consortium (Liege)
    154 Conjellado Anillo Salterri Imperium - Seabourne Confederation (Greater Vassal)
    155 - -
    156 Darsia Nanguang Prefecture
    157 Mapuilli Nanguang Prefecture
    158 - -
    159 - -
    160 - Banished Kingdom of Kell
    161 Rathenal Sobrida Empire - Thalmann Legacy (NPC Lesser Vassal)
    162 Esuma Empire of Dawn - Caramel Kingdom (Lesser Vassal)
    163 Valasharix Great Sharixian Republic
    164 Triwilix Sobrida Empire – Niemida Prefecture (NPC Lesser Vassal)
    165 - Banished Kingdom of Kell
    Last edited by TheWombatOfDoom; 2015-07-13 at 11:49 AM.
    Scientific Name: Wombous apocolypticus | Diet: Apocolypse Pie | Cuddly: Yes

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    : The Stuff of Sentience | Fate: The Fabric of Physics | Luck: The Basis of Biology

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    Extended Signature | My DeviantArt | Majora's Mask Point Race
    (you can't take the sky from me)

  2. - Top - End - #2
    Ogre in the Playground
     
    BlueWizardGirl

    Join Date
    Aug 2011

    Default Re: Empire! The Lands of Telluris (the fluff beyond the crunch)

    The Glazfelli Hegemony
    BladeofOblivion



    rolls


    King Torre Daan

    Current Stats:
    Diplomacy: 10
    Military: 10
    Curiosity: 10
    Faith: 6


    Current Luck: 10


    Spoiler: Hall of Portraits (Past Rulers)
    Show
    King Ghalle Daan

    Current Stats:
    Diplomacy: 10
    Military: 10
    Curiosity: 10
    Faith: 1

    King Khyne Daan

    Current Stats:
    Diplomacy: 9
    Military: 10
    Curiosity: 10
    Faith: 2

    King Hroar "One-Antler"

    Stats:
    Diplomacy: 10
    Military: 7
    Curiosity: 10
    Faith: 5


    Family Tree


    Spoiler: Technologies
    Show
    Military Technologies:

    Black Powder
    Mithril-Forging
    Adamantine-Forging
    Pitch
    Plate Armour
    Tzaltec Fire
    Beastmasters
    Pavonian Crossbows
    Aerial Naval Carriers
    Aerial Infantry Harness


    Scholarly and Civic Technologies:

    Calculus
    Efficient Building
    Advanced Lenses
    Printing Press
    Raaneki Diplomacy
    Sewage Systems
    Shintouite-Crafting
    Medicine
    Physics
    Loaders


    Transportation Technologies:

    Abyssium Ballast
    Berunda-Riding
    Griffon/Pegasus-Riding
    Hovercrafts
    Advanced Horse-Riding
    Kralax/Dinosaur-Riding
    Ocean-Faring Ships
    Zeppelins


    Mystical Technologies:

    Oracles
    Ultralight Materials
    Refrigeration


    Mechanical Technologies:

    Automata
    Clockwork
    Magnets
    Prosthetics
    Steam Power


    Spoiler: Foreign Imports
    Show

    Glass (Solus)
    Sulfur (Bordeux)

    Bladed Birds (Sympolemou)
    Screeching Crystals (Aimplach)
    True Ice (Krepida)
    Monster Rats (Sympolemou)
    Darkstar Iron (Aimplach)

    Wool (Planinfrag)
    Dyes (Planinfrag)

    Salt (Hazaria)

    Crops (Sycia)
    Pegasi (Sycia)

    Squid (Shikurai)
    Obsidian (Gunung)

    Inventors (Guilder)

    Dragon's Blood (Tzalteclan)
    Goldfire (Elomaoli)
    Creeping Livefire (Nezetkharras)
    Ngath Philungth (Amocuallan)

    Precious Stones (Heartwaste)
    Mushrooms (Eyrecradia)
    Platinum (Razdis)

    Thundersheet Plants (Bloomenwald)
    Sages (Galomyr)
    Platinum (Propinlonge)

    Goats (Penoccident)

    Pegasi (New Crima)

    Crystals (Felitora Trading Post)
    Fish (Penoccident Trading Post)


    Spoiler: Military
    Show

    Glazfell: 5000 land troops, 5 Aerial Fleets
    Estglaz: 1000 land troops, 2 Aerial Fleets
    Frosskov: 4000 land troops
    Skarval: 2000 land troops, 1 Aerial Fleet
    Drugaud: 2000 land troops, 0 Naval Fleets
    Sahra'a: 3000 land troops, 0 Aerial Fleets

    Spoiler: Military Doctrine and Composition
    Show
    The Glazfell Hegemony is effectively a feudal structure consisting of a kingship and several duchies rather than a singular nation, and thus the composition of its army varies based on the preferences of the Dukes conscripting parts of it. There are some standards in place regarding individual companies and qualifications to maintain cohesion, however. In general, Glazfell's armies favor both light and heavy infantry in addition to a set of specialists, with little cavalry to speak of. To oppose enemy cavalry, they usually make use of massed Suri rather than Lancers. Enemy infantry are typically walled off by Royal Men-at-Arms backed by a line of Suri and pelted with javelins and arrows from slightly further back. As might be suggested by these two tactical suggestions, Glazfelli warfare relies heavily on careful formations of disciplined soldiery rather than individual combat prowess.

    The Hegemony does not demand universal compulsory military service among its people, but any noble is permitted to conscript commoners if the size of their guard is below the standards set by the king. Generally this standard is three-thousand men per duchy. While more forces can be raised, doing so requires explicit permission from the King or a Grand Duke. Most conscripts are men thanks to cultural bias, with the notable exception of Frosskov's more-or-less egalitarian selection. Officers are chosen from the nobility, though the requirements here are lax: Military service is very popular among bastard sons and even daughters, as any noble blood is sufficient.

    Royal Men-At-Arms: The elite forces of House Daan are nearly completely composed of these fine fellows, who are nearly always drawn from the ranks of the Frosten. Equipped with Plate Armour over silken gambesons and large rounded shields, these men comprise a majority of Glazfell's heavy infantry. Their shields are made from cavorite-soaked wood backed by bronze, decreasing their overall weight and allowing them to catch weapons without sacrificing a significant amount of protection or strength. Most carry both a single javelin and a long knife to ensure that they always have some ability to affect the battle, even if it means throwing one of their weapons in the enemy's general direction. Each one of their shields bears House Daan's distinctive Axe-and-Snowflake crest despite no longer seriously using axes for non-ceremonial purposes.

    Hoar Scarrels: There's an Estglazi legend dating back to the Glazfelli Civil War, speaking of a horde of Frosten whose hearts became naught but ice during battle and whose breath brought winter as far south as Skarre and beyond into Frosskov. Regardless of its truth, Duke Senroth of the Estglaz chose to style his ducal retainer after them, and most of his Counts and Barons have followed suit. These men wear silk for maximal mobility, though they usually wear bracers, greaves, a helmet, and a brigantine to protect their most vulnerable areas. Many of them use the techniques of Langen und Kurze, though some adapt it to other weapons and others leave it behind entirely. Hoar Scarrels function throughout a given campaign in a capacity similar to that of Frosskovi rangers, by marauding in bands, attacking enemy supply trains, and slaughtering their scouts. In larger engagements, they usually lurk near the edges of the Glazfelli columns to ambush foes that attempt to flank the formation, in addition to mopping up disorganized enemy formations that the phalanx has already plowed through and broken.

    Rangers: (Usually catfolk, wildernessy-type skirmishing light infantry. Often know Tuhat.)

    Agniers: (Most commonly Werekin, Agniers are hovercraft teams specializing in blackpowder weaponry. They are probably the closest thing Glazfell has to cavalry at the moment despite more closely resembling Da Vinci's Tanks, and are used to secure the flanks of the formation or to attack enemy flanks.)

    Deihandrs: (Skarval's "God Hands", deihandrs are elite spear-hurlers. They make heavy use of tools such as the atlatl and cavorite-soaked spears to improve the amount of force and distance that they can manage with this art. With these tools at their disposal, they can achieve ranges similar to that of a longbow, with incredibly high penetration and lethality.)

    Suri: Suri is the Drugaudan word for "Heron". These units are line infantry and usually learn Suri Luthola or a similar school. When they form a line, their spears are frighteningly dangerous. They usually wear what amounts to sleeveless plate, though their arms still have silk shielding, so that they have maximal protection without limiting their ability to suddenly thrust. Suri make up a significant portion of Glazfell's military, with many Skarvali and Drugaudan people in their ranks.

    War Zeppelins: Transplant the description here when I remember.


    Note to self: Replace this with updated info from laptop.



    Spoiler: Important Cities of the Glazfell Hegemony
    Show

    Duchy of Glazfell:

    Saenord-Konig is the Royal Fortress, shaped from ice, fixed in stone, and draped with silk and gold. It is located only a few hours' travel from the City of Glazkopf. It is naturally a fief of the King, who is of House Daan.


    Nebelrief is a city in Western Glazfell noted for its spring beauty: When the ice melts in Sycia and the fog rolls in from the east, it quickly freezes to form a soft rime and attaches to anything in sight as it crosses into the ever-chilling Glazfell. This means that each spring, every tree and clothesline in Nebelrief gains a fuzzy coating of tiny, spiky ice crystals. While the city produces a modest supply of hunters and meat on its own, its true lifeblood is trade and tourism: It controls the only safe land route into Sycia's Frozen Peaks, meaning that much of Glazfell's vegetable (and Pegasus) supply is taxed by the town along with the Bronze and Silk caravans that are sent to Sycia in turn. Nebelrief is ruled by a Count, and controlled by the House of Senroth.

    Psilberg is a Barony near Mount Etta in northeastern Glazfell. It contains no city, but it does control three outlying villages and the small town of Psilberg itself, sitting on a terrace along Etta's pass. It is small but wealthy, as it has a stranglehold on the pass allowing trade with the Sympol territories and the valuable True Ice coming in from the North. Psilberg's Barons come from the minor but ambitious (and occasionally blooded) House of Blutod.

    Glazkopf is the Capital City of the Glazfelli Hegemony, located in the southeastern quarter of Glazfell, near Saenord-Konig and the Bronze Citadel. With almost 40,000 citizens, it is easily the largest city in the Duchy of Glazfell, though it is not the largest in the Hegemony. Most of its income arises from the Bronze mines in close proximity to it, as well as the source of the fabled Tears of Yphine not far to the northwest. Glazkopf is the social and political center of the Northeast, or so the Glazfelli would claim, and they might not even be wrong. Glazkopf is directly overseen by a council of five Grand Burghers, but is officially ruled by the Duke of Glazfell, a title which is itself held by the House Daan.



    Duchy of Estglaz:

    Being larger in size and more habitable than the main Glazfell, the Estglaz contains many smaller villages and baronies in its hinterlands, lending to a more distributed population. There are only two notable cities present, smaller than the ones in the Glazfell.

    The first of these is Haskvell, located at the edge of the Glazfelli-Estglazi border, nestled into a valley before the pass. The city is known mainly for its economic importance, as it has control over Estglaz's outlet to the Silk Road and its hinterlands contain much of the Estglaz' resources. The city has its own county, and the titles are held by the "traditional" branch of House Cordelia.

    The other major city, Skarre, is located less than a day's travel from the Scarrel's Basin, toward the south-center of the region, though in fact Scarrel's basin is named for Skarre's inhabitants rather than the other way around. The city's importance is economic, cultural, and political: Skarre is controlled by the House of Senroth, and represents their homeland and strongest territorial region. Given Senroth's sway in the Hegemony and its ambition, this alone tends to attract many political and social aspirants. Further, the city is known for its social and artistic elite, which also tends to attract aspirants. Of course, that's merely the cultivated image appearing within the noble houses and upper classes. Down in the actual streets, the citizens of Skarre (often called Scarrels for convenience) are fairly poorly-treated, and have a bad reputation for being rowdy and hot-tempered despite the typically cool Frosten demeanor. Skarre is the political center of the Estglaz, and is thus ruled by a Duke from the House of Senroth.



    Duchy of Frosskov:

    Volfsdin is a major city located within spitting distance of the Wolf's Den, as perhaps evidenced by its name. Most of the population unsurprisingly consists of Werewolves given the makeup of the area, but the city's outer reaches are more diverse with populations of Frosten and Catfolk as well. It's a major trade nexus, located near the center of Frosskov (and thus rather close to the center of the Hegemony in its entirety), and its woodsmen produce the bulk of Frosskov's usable wood. Volfsdin is ruled by a Count, whose title is controlled by an offshoot of the House of Daan.

    Spinnesdrall is the duchy's capital, despite being smaller than Volfsdin in terms of sheer population. Its importance is mainly economic, though: Spinnesdrall and its outlying villages lie upon the borders of the Riespinn Forest, and they produce virtually all of the Glazfelli silk that exists on the market. The city's population is mainly Catfolk with smaller subcommunities of Frosten and Werewolves. Spinnesdrall is ruled by a Duke, the title of which is controlled by the "deviant" branch of House Cordelia.



    Duchy of Skarval:

    Skarval's population centers are decentralized, with only Deihaus standing out among them as notable. Perhaps appropriately, it is the capital of the Duchy built upon three rivers and next to a dozen stone quarries. It hosts a huge farmers' market in which citizens from all over Skarval (and even occasionally Frosskov) come to hawk their wares at passers-by. Deihaus is ruled by a Duke, the title of which is controlled firmly by House Pamari. Though smaller baronies controlled by other houses pepper Skarval's landscape and bring in most of the vaunted herbs, Pamari's hold on Deihaus gives them effective dominion over the region.



    Duchy of Drugaud:

    Situated under the lonely mountain of Emohesab, Shezhan is a sprawling metropolis, and at 75,000 citizens is the largest single city in the Glazfelli Hegemony and quite possibly the world. It is also notable in that it is the only population center of note in the entirety of Drugaud: Virtually all other communities in the region are nomadic, and comprise only a small part of Drugaud's population anyway. Shezhan is often considered to be the intellectual capital of the Glazfelli Hegemony due to its philosophical and surreptitious traditions. Additionally, due to its previous status as an absorbed sovereign state rather than a set of leading factions converted into noble houses, it is sometimes treated as if it actually were a second capital. The city was until recently almost completely isolated from the outside world and almost more folklore than reality, but old records surfaced suggesting that the House Alexia was ancestrally connected to House Daan, and the sovereign territory of Drugaud became a duchy under the Glazfelli Hegemony after a push by the latter.



    Duchy of Haiwaste:

    The premier population center of Haiwaste used to be the City of Poel, but it was near the border with the Orcish territories. During the Orcish invasion, Poel was hit hard by the horde and many refugees flocked westward to escape the battle lines. The population of Haiwaste is now well-spread into many towns and villages, with Poel remaining a 'city' only in name. The Duchy is governed from Saenord-Hai by a council of Burghers under common law, rather than ruled by a proper Duke.


    Spoiler: Noble Houses of the Glazfelli
    Show

    House Daan, despite its miniscule size, has been the ruling house of Glazfell since its founding, and that did not change when the Glazfelli expanded their reach to several neighboring regions and established Hegemony. The name of the house comes from Lord Hafdaan, its most significant progenitor. House Daan has only two notable holdings beyond kingship, with the title of Duke of Glazfell (and technical though not practical control of Glazkopf, the capital city) and County of Volfsdin. The current King (and Lord of the Glazfell) is Hroar "One-Antler", famous for his aggressive expansion and ambitious policies. While Hroar is generally considered to be a strong ruler that it would be a bad idea to move against directly, the rest of his house is currently percieved as fairly weak, due to the loss of the firstborn heir (and the suspected incompetence of the second).

    House Senroth is a large and worryingly powerful Noble house best known for its patronage of the arts and less-well-known for its plotting and merciless ambition. It is generally considered to be the strongest non-ruling house around, despite having slightly less holdings than House Cordelia, as it is generally unified where Cordelia is factionalized. The house's sway is dangerous, and it might even be behind the violence in the Estglaz before Hroar solidified his hold. Senroth holds titles as the Duke of Skarre and Count of Nebelrief, as well as several baronies in Frosskov, Estglaz, and Glazfell.

    House Cordelia was once more or less inconsequential despite their surprising wealth, controlling only a small set of baronies near Glazkopf. However, when King Hroar announced his wave of expansion that culminated in the absorption of Estglaz, Frosskov, and Skarval, House Cordelia was the first to invest additional resources and was ultimately instrumental in the project. Whether by reward or by opportunism, they successfully gained control of the Duchy of Spinnesdrall and the County of Haskvell, two very important territories. Further, they expanded their baronial holdings across the entire Hegemony, with the singular exception of Drugaud. With more land than even the mighty House Senroth, Cordelia enjoyed a short period of dominance before something really strange happened: The Duke of Spinnesdrall married a Catfolk. Who somehow bore him pure Catfolk children, despite the fact that such a thing should be impossible. Not willing to accept that his wife might not have been entirely faithful, the Duke denied any such claims until his death by falling a few years later. The title proceeded to fall into a now fully-Catfolk family claiming the name of House Cordelia, resulting in a schism between the "traditional" branch in Haskvell and these "deviants" in Spinnesdrall. Legally they are one and the same, but this is not true in practice.

    House Alexia is a small noble house from the lineage of Duchess Alexia the Heron. While the House was once simply sovereign ruler of the territory that became Drugaud, it was absorbed in ducal vassalage to the Glazfelli Hegemony through cultural and political absorption. Luckily, the transition was ultimately peaceful: House Alexia retained effective control of Shezhan and thus Drugaud. Though Alexia now answered to the Ruling House Daan, its privileges and laws were maintained. At the moment, House Alexia does not appear to be particularly ambitious, though this hasn't stopped some from worrying. After all, every member of the house is Tieflin or Skarvali, notorious schemers that they are: How would you even know if they were plotting against you? House Alexia's holdings are limited to Drugaud, but it has such a strong grip there that no other noble house has been able to establish so much as a barony there.

    House Pamari was once a minor Estglazi house, but managed to form a strong hold over Skarval while Houses Cordelia and Senroth were busy further north. The house is still minor by comparison to the larger ducal houses, but they remain significant nonetheless. House Pamari holds the city of Deihaus, and thus the Duke of Skarval is one of theirs. They also hold baronies in Skarval and Frosskov.

    House Blutod is a minor house, controlling only the town of Psilberg and its surrounding territories. They do, however, control the one profitable trade route to Sympolemou, the primary source of the much-desired True Ice, which brings them untold wealth and power. While their strength is curbed by simple lack of resources and titles, they nevertheless hold much sway simply by virtue of controlling the trade route to Sympolemou, and thus most other Glazfelli trade by extension.


    Last edited by BladeofObliviom; 2015-05-06 at 04:03 PM.
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    Ogre in the Playground
     
    BlueWizardGirl

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    Aug 2011

    Default Re: Empire! The Lands of Telluris (the fluff beyond the crunch)

    The Glazfell
    Region 59, BladeofOblivion

    Population: 1,340,000
    Terrain: Frozen Wasteland, Frozen Mountains, Frozen Rivers, Frozen Valleys...
    People: Berapi [Frosten] (Demi-humans, cerulean-skinned, low body temperature, stocky), Frosten culture

    Resources:
    • [Good] Bronze (3/3) (to Skarval, Sycia, Kyaralath)
    • [Good] Tears of Yphine (2/3) (to Penoccident, Maztpoala) (Sycian Trading Post Established)
    • [Good] Meat (Megafauna meat, of course) (2/3) (to Frosskov, to Krepida)

    Import Necessity/Great Desire: Crops (Met via import from Sycia)

    Religion: Doctrine of Frost (Only)

    Region Details

    Spoiler: History
    Show
    The Ancient Histories of the Glazfell are steeped in myth, but nobody seems to agree on what, precisely. The only idea that seems halfway consistent is that something existed here that defied the Lord of Fire and was smote for it, its fire being taken away and the land left to be consumed by ice.

    The histories started up again in the year 315, with the first appearance of the Frosten Berapi upon the eastern borders. Finding the land to be suitable for them, they quickly expanded and brought down a crusade of righteous wrath down upon the great snow-striding beasts that threatened them! Blood was met with blood, and blood upon the snow paid the price for their Kingdom.

    The Frosten managed to thrive, and soon enough they moved westward, intent on more conquest. However, this plan was doomed to failure when their leader of the time, in perhaps the most impressive display of divine conversion and naturalization of a new religion ever recorded, spontaneously adopted the worship of Yphine after a single war conference with the Catfolk of Sycia.

    There was a short civil war in the Glazfell between the devout followers of the old spirits and the new worshippers of the Frost Goddess, and the Frosten grew more and more insular as the years passed by. Finally, though the toll had been bloody, the rebellion had been crushed and the worship of Yphine was forced into law.

    Finally, after many years of isolation and war, the Frosten are rebuilding, putting themselves back together, and ready to enter the world at large. Since then, Glazfell has risen from a single region at the edges of known civilization into a dominant power of the Northeast, similar in scale to the great Hurosha and Salterri nations.


    Spoiler: Terrain
    Show



    The Glazfell is a land defined not by its vistas and its cities, but its dangers. Even its name comes from an old quote, uttered by its discoverer many long years ago:

    "Ice sheets glaze the steep slopes, and fell creatures stalk within the snowstorms. We should take care."

    Indeed, the explorer who uttered this simple statement was correct on all counts. To most humanoids, the Glazfell is a frozen wasteland teeming with dangerous beasts, deadly storms, and not nearly enough mineral wealth to justify the danger. Only the very hardiest trees grow there, for the permafrost often goes down to bedrock, and ice sheets cover nearly every available inch of space. Only the mountains are spared the worst of the ice, but even there the snow and hoarfrost encroach on even the most fervently warmed place.

    This land is forsaken by the Lord of Fire, or so the tales say, and thus its name was set in stone and frozen there forevermore.

    Notable Terrain Features:
    • Drake's Hollow: Hidden high upon Mount Etta, there is an ancient cave devoid of life. However, there are clear signs of habitation from forever ago, including scratch marks from a beast larger than any known, and an ancient sheet of ice bearing a curious imprint: One that resembles the profile of some great serpent with the wings of a bat. No one has ever witnessed such a beast, but those who have seen the evidence of its existence have taken to calling it "Uhyre Drakon", meaning what amounts to "Huge Serpent".
    • The Eye of Yphine: In the heartlands of the Glazfell, nestled between two low mountains, there is a place where the glaciers meet and have driven each other downward, resulting in a sheer drop hundreds of meters into certain doom. Nevertheless, the Berapi are driven to survive in the harshest of conditions, and stairways have been carved out of the ice to allow access. The caverns revealed by the bizarre tectonic-like reaction are breathtaking in their beauty, containing rare liquid water and softly lit by the crystals known as the Tears of Yphine. This is considered a holy site, and yet the tears are mined for their value, which perhaps helps to illustrate how faith and industriousness go hand in hand for the Frosten.
    • The Bronze Citadel: This place is ancient, unknown, and sealed tight. The walls are forged from solid bronze, and attempts to mine one's way through have revealed that there is a layer of what looks to be an unknown, more or less indestructible alloy of adamantine behind that. None have managed to climb the perfectly smooth walls, and all attempts to scale it using pitons have been met with gruesome death, whether by falling or consumption by the enormous spiderlike monsters that infest the upper reaches. Flying high above the fortress is a flag that still blows in the wind despite being nothing but tatters and hoar. No one knows what lies beyond the Mighty Gates of this vast Citadel, and some have theorized that this is perhaps for the best.


    Spoiler: People
    Show
    The Glazfell is inhabited mainly by Frosten Berapi, distant cousins of the Iztli Berapi from Gunung. Their skins come in shades from the palest white to teal to a moderate blue, and pale, slightly glowing streaks of white show upon their bodies where veins and arteries come close to the surface. Their flesh is cold to the touch, thicker than that of most other humanoids, and hairless excepting the tops of their heads.

    What might be surprising to some is that they are warm-blooded mammals. Their flesh is cold to the touch not because they are made of ice or any such nonsense, but because they absorb and store heat much more efficiently than any other humanoid. There's almost certainly some magical influence here, though, since this trait seems to casually disregard thermodynamics.

    At any rate, their unique traits grant them an unparallelled ability to survive the harsh Glazfell winters, though they come with some costs as well: Most of them are very uncomfortable in warmer environs, where their lack of efficient heat dispersal is a severe handicap. Refrigeration technology has largely alleviated this concern, luckily.


    Culture:

    Common stereotypes of Frosten include the ideas that they are emotionless (or at least very stoic), often brutish, and overly regimented. All of these are to some degree true, though obviously there is significant variation from person to person. Life in the Glazfell is dangerous, and all people who live there must be strong, careful, and organized to survive. Frosten are often quiet and guarded because conditions are harsh and opening one's mouth for too long is a good way to lose body heat. Those who go out on their own usually experience a swift death via hypothermia, frostbite, jagged stone, or horrible ice monster. Finally, those who survive have to be a little bit brutish just to take down some of the giant creatures of the snow that constantly threaten the Glazfell.

    Life is hard, and there isn't much room for the weak.


    Beyond that, Glazfell is a civilization like any other and boasts many subcultures within its population. Its government is more or less feudal, with the ruling house cultivating a balance of power between his or her Dukes in order to prevent the possibility of losing that status. While the regional Duchies are powerful, however, they are fully subservient to the ruling house and distinct from the Vassal Grand Duchies in that they lack internal autonomy. Politically and economically, the Glazfelli Heartlands are effectively one entity despite cultural differences from region to region.


    Spoiler: Resources
    Show

    As harsh and dangerous as the Glazfell is, it is rich in mineral resources, Copper and Tin mines likely being the most practical. These supplies, while they have uses on their own, are usually used to make Bronze armor and weapons.

    However, there are other secrets buried deep, with the most secret and special of all being the Tears of Yphine. Nobody is quite sure where these crystals came from, though legend holds that they are in fact literally Yphine's frozen tears. They form naturally in an unknown manner in a few mines toward the center of the Glazfell, where the monsters are the very thickest, but for many they are worth the risk. These crystals are usually very small, roughly the size of the average human fingernail, but specimens have been seen in sizes as large as an Orc. They glow softly with some internal light, and they feel quite cold no matter the circumstances. In many cases they are used to keep things cool in warmer climates where normal ice would simply melt, but many believe that they carry special potency that could be alchemically unlocked, if only it were known how.

    The final major resources of the Glazfell are the flesh and blood of the Great Snow Creatures that so often pose a threat to Frosten villages and cities. They are formidable indeed, but the Frosten have yet to encounter one that a well-coordinated team of hunters could not kill. The meat is reportedly delicious.


    The Glazfell is, perhaps unsurprisingly, very poor in terms of agriculture, as can be expected when the majority of the land is snow, ice, and permafrost. The Frosten rely on outside trade for this, as meat on its own does not make an excellent diet.


    Spoiler: Religion
    Show
    The Frosten fervently worship the Frost Goddess Yphine, and pilgrimages to Sycia where the religion's head resides have become fairly common as of late. They consider themselves blessed by Yphine in much the same way as many of the Berapi in Gunung consider themselves blessed by the Lord of Fire, and offer reverence in trade for the gifts that allow them to survive so well in these frozen lands.

    Other religions are acceptable to a limited degree, though they are less accepted and more "tolerated" under normal circumstances. Adherents of heretical or heathen faiths are not punished by death unless their practices violate more severe laws, but they are stripped of most privileges and levied heavy fines and taxes just for being there. Further, public religious displays (along with true temples and shrines) are only permitted for worshippers of Yphine, forcing any others to keep their worship more or less in their own home.




    ----



    The Estglaz
    Region 58, BladeofOblivion

    Population: 1,204,000
    Terrain: Icy Plateau, Cliffs, Bluffs, Snow Plains
    People: Berapi [Frosten] (Demi-humans, cerulean-skinned, low body temperature, stocky), Frosten culture

    Resources:
    • [Good] Silver (1/3) (To Dong Nam Dosi)
    • [Good] Gold (2/3) (To Gunung, Everburning Horde)
    • [Great] Cavorite (5/6) (To Bordeux, Elomaoli, Sycia, New Crima, Guilder)
    • [Good] Leather (1/3) (To Eyrecradia)

    Import Necessity/Great Desire: Wood (met by import from Frosskov)

    Religion: Doctrine of Frost (Only)

    Region Details

    Spoiler: History
    Show
    Nomadic Berapi settled in the Estglaz long ago, but the main mass moved further west to the Glazfell. The problem was not any lack of wealth, for the Estglaz is very rich in precious metals, but its lack of wood, making the prospect of hunting difficult at best. While there were at least a few places in the southern reaches where food could be grown, there is nary a tree to be seen along the snow plains and plateaus, dooming the inhabitants to ignominy upon the world stage for their inability to build permanent structures.

    Or so it would have been had not the neighboring culture of the Glazfell reconnected and reabsorbed them, diverting additional wood from the newly-colonized Frosskov region to sate their new citizens' needs. The Estglaz became a territory of the Glazfell Hegemony, under the watchful eye of King Hroar.


    Spoiler: Terrain
    Show


    The Estglaz is arguably just as harsh as the main Glazfell, though geologically it is often considered to be an extension of it. Still, there are some significant differences when it comes to the terrain itself: Estglaz is dominated by snow plains over ice sheets and plateaus over mountains. Where the Glazfell is mountainous and very sloped, necessitating terracing or additional support for most construction, the Estglaz is fairly flat except for the occasional sharp geological extrusion. This is a both a blessing and a curse for travelers, who are spared the elevation gain and rough mountaineering but instead must trudge through knee-deep snow at all times.

    Notable Terrain Features:
    • The Great Ice Wall: Tales have filtered in of a great wall of ice lining the eastern edge of the Estfell, but few have seen it clearly and fewer still have done so while sober. The region's near-constant snowstorms make casual observation difficult, and no royal mandate has cared enough to investigate as of yet. Adventurers have rumored that the wall itself is actually hot to the touch, but these reports are not confirmed.
    • Scarrel's Basin This particular region is actually entirely frozen over, but the ice is so pure and transparent that it can clearly be seen below. Underneath the ice there sits a basin of folded stone, like the caldera of a volcano. But surely it isn't a true volcano, right? After all, there hasn't been any volcanic activity here in recorded history. It's probably just moraine or something. Yeah.


    Spoiler: People
    Show
    Like the main Glazfell, the Estglaz is populated almost entirely by Frosten Berapi. Their culture is overall fairly similar to that of their brothers further west, though they traditionally have relied on stone tools for hunting due to a lack of wood.


    Spoiler: Resources
    Show
    The Estglaz is rich in Gold and Silver, two precious metals. While these were underutilized until very recently, they've proven an excellent source of wealth for the growing Kingdom of Glazfell.

    Cavorite has a description that I'll transplant here when I remember to.

    No large trees are known to grow in the Estglaz, and the land is very poor in Wood. Imports from Frosskov have mitigated this, however.


    Spoiler: Religion
    Show
    It's the Doctrine of Frost, baby! Y'all know the deal.


    ----



    The Frosskov Expanse
    Region 57, BladeofOblivion

    Population: 1,099,000
    Terrain: Boreal Forest, Hills, Waterfalls
    People: Berapi [Frosten], Catfolk, Werewolves, Frosskov culture

    Resources:
    • [Good] Silk (2/3) (to Sycia, Bloomenwald)
    • [Good] Wood (3/3) (to Estglaz, Heartwaste, Planinfrag)
    • [Good] Stone (3/3) (to Krepida, Glazfell, Estglaz)

    Import Necessity/Great Desire: Meat (met by import from Glazfell)

    Religion: Doctrine of Frost (Only)

    Region Details

    Spoiler: History
    Show
    The Frosskov Expanse was spared the worst of the deep freeze that the Glazfell and Estglaz suffered after the Cataclysm, but it too felt the snowfalls and deep chills in winter. Its history is otherwise frankly quite dull. Werewolves and Catfolk have coexisted here and learned to cooperate as in Felitora, and little has changed in as long a time as any still living remember. In fact, the only notable event has been the absorption of the region by the Glazfell Hegemony.


    Spoiler: Terrain
    Show


    The Frosskov expanse is perhaps best described as a bridge, whether it's a sloped bridge between the Glaz highlands and the Skarvali flats, or a cool bridge between the Icy Glazfell and the moderate Skarval. It is heavily forested, with over eighty percent of its land at least lightly wooded, and the landform itself is largely a gentle, steady slope upward as you go further North.

    Notable Terrain Features:
    • The Riespinn Forest: Infamous in the east (though not quite as much so as the Forest of Bones), Riespinn Forest is considered to be ludicrously dangerous. The trees are tall and filled with dark-black heartwood. Spiny shrubs rise from the ground, making travel difficult. Worst though are the great nests of the Riespinn that give the forest its name: Giant Spiders, hunters of man and beast alike! They consume so much that the land is poor in meat to sustain them, but there is a silver lining to their presence. The silk that they produce is of immense value, however...
    • The Wolf's Den: Home to what is quite probably the largest single Werewolf community outside of the Heartwaste, the Wolf's Den is a large cavernous structure within Frosskov's woods. Some of the older parts of the caves bear paintings and inscriptions that are very old indeed, depicting many different creatures walking like men and...fighting? It's hard to say at a glance. Some of the figures are hard to make out, but many are obviously Werewolves and Catfolk, with a few that look like Bulls and Bears.


    Spoiler: People
    Show
    The Frosskov Expanse is largely untamed wilderness, but nevertheless it's quite large and there is plenty of room to sustain a few dense population centers. Catfolk, Werewolves, and Frosten colonists live largely in their own communities separate from each other, though all three coexist within the regional capital of Spinnesdrall.


    Spoiler: Resources
    Show
    First, the Frosskov Expanse is heavily forested and rich in usable wood. While most of it is pine and cedar like other northern forests, there are a few groves of denser ebony that is often used ornamentally. The region has a second resource of value in its silk, which can be regularly harvested from the webs of the Great Riespinn Spiders: This is a hazardous career to be certain, as the spiders are incredibly dangerous, but it is also incredibly lucrative.

    The cold regions, relative lack of small shrubbery, and predation via inedible Giant Spiders result in a region where meat is very hard to come by, and must be imported from elsewhere.


    Spoiler: Religion
    Show
    Doctrine of Frost, yo!


    ----



    Skarval
    Region 56, BladeofOblivion

    Population: 1,117,000
    Terrain: Cool Plateau, Rivers, Ravines, Riverbank Thickets
    People: Berapi [Frosten], Catfolk, Sah'raa Goblins, Human [Skarvali], Skarvali culture

    Resources:
    • [Good] Herbs (3/3) (to Glazfell, Krepida, Estglaz)
    • [Good] Stone (3/3) (to Aimplach, Haiwaste, Elomaoli) (Guilderene Expanse Trading Post Established)

    Import Necessity/Great Desire: Metals (met by Bronze Import from Glazfell)

    Religion: Doctrine of Frost (Only)

    Region Details

    Spoiler: History
    Show
    Skarval is believed to have been homogeneously human at some point, possibly having come from further east or south. However, most family lines among the Skarvali originate in the southwest, suggesting that they have some lineage from the Drugaud region as well. The Catfolk are a more recent addition, having spread from the southern parts of Frosskov some eighty-odd years before the Frosten. The Frosten population is most recent, having only appeared a mere decade before Skarval was peaceably absorbed into the Glazfell Hegemony.


    Spoiler: Terrain
    Show


    The region of Skarval exists in a strange dualistic state, as its upper and lower landmasses are very different.

    Extending from the base of Frosskov's foothills, Skarval's upper landmass is mostly arid, cool flatland, with a thin layer of succulent vegetation disguising the rocky landscape. It is almost like a desert up there, though not as extreme a one as Sah'raa further south. Some Goblins similar to the variety from the Sah'raa live here, but there is little else of value on the highland.

    The region actually receives fairly frequent rainfall in its northern parts and as runoff from Frosskov, which begs an important question: Where is all of that water going? The answer lies in Skarval's lower landmass, a series of flowing river valleys that take the water south and west, flowing through Southern Felitora and the Drugaudian Steppes to the sea. These valleys flow with warm and arid winds coming north from the Sah'raa dunes, but the land itself is marshy and wet. The variety of plant life in these valleys is truly staggering, though the tendency of marshy land to become a cesspit of mosquitoes and disease makes such land poor for actual habitation.

    The great rocky tables that make up the upper landmass are riddled with holes from constant erosion however, some of which expand into true caves. These are much better for habitation, as they are protected from the hot winds and shaded from the sun. Many of them are also wet, and several varieties of subterranean flora and fauna exist.

    Notable Terrain Features:
    • One: Stuff here.
    • Two: Stuff here.


    Spoiler: People
    Show
    Frosten and Catfolk live here, mostly as colonists. The bulk of the population is composed of the Skarvali, fey-blooded humans. They appear somewhat wispy and translucent in color, such that they tend to blend into the background when one isn't really looking at them or even alert. The Skarvali do not seem to like the sun much, and generally stick to the caves. The upper reaches of the tepui are lightly populated by Goblins, but are otherwise fairly lifeless.

    Skarvali Culture:

    The Skarvali are people of few words and don't seem to like the sun very much. Some say these are holdover traits from the Tieflin, while some just point out that the Skarval sun is uncomfortably hot and the Frosten experience some confirmation bias on that matter. Whatever the case, the people of Skarval tend to cluster into small towns carved out from the sides of the Tepui, and live with their extended families in predominately stone homes. Metal tools are relatively new to their society, but their position as a sign of status is faltering due to Glazfelli imports and they are coming into more mainstream use.


    Spoiler: Resources
    Show
    Skarval's Herbs are valuable primarily for their edibility and useful culinary applications, but some Guilderene scholars have claimed that they might also have medicinal purposes.

    Stone is also readily available from Skarval in several varieties, as it can be easily mined from the huge table formations.

    The Skarval Region is poor in metals both precious and practical, but the latter variety is far more important to daily life than the former. Thanks to Bronze imports from the Glazfell, the inhabitants of Skarval are finally able to treat metal tools as anything less than the most precious of treasures.


    Spoiler: Religion
    Show
    I spy with my little eye: Something Frosty and Doctrinal.

    The Skarvali used to have a pagan religion of their own, in which their Gods lived at the top of the tepuis. However, a death knell was sounded when missionaries from Sycia demonstrated that no gods lived upon the plateaus, just a few goblins. With the tenets of their previous faith clearly debunked and their gods evidently false, nearly all resistance to the Doctrine of Frost disappeared.


    ----



    Drugaud
    Region 52, BladeofOblivion

    Population: 901,000
    Terrain: Rocky Steppes, Streams, Cold wastes
    People: Berapi [Tieflin], Drugaudan culture

    Resources:
    • [Good] Iron (3/3) [to Skarval, Planinfrag, Solus]
    • [Good] Coal (1/3) [to Tzalteclan]
    • [Good] Scientists (3/3) [to Skarval, Glazfell, Galomyr] (Salterri Imperium Trading Post Established)

    Import Necessity/Great Desire: Food (Met by Mud Import from Haiwaste)

    Religion: Majority Pagan, Minority Doctrine of Frost

    Region Details

    Spoiler: History
    Show
    The Drugaudan Steppes are believed to have once contained a large lake teeming with life, fed by Skarvali rivers, and separated from the sea by a thick sandbar. At some point, however, volcanic vents began to appear and spew ash and flame to the skies, and lake was dried and covered.

    It is unclear how the civil timeframe relates to the geologic one, but the Tieflin of Drugaud have lived there as long as they remember and once referred to their lands as the Limitations of some Western Informational Hub. The meaning of this has been lost to the ages, but scholars suspect that at some point the land was used as a hideout for the spies of some kingdom to the east, to look in on Faedas to the west. The name has since fallen out of use with the Glazfell Hegemony's peaceful absorption of the Hub's Government into their own structure.


    Spoiler: Terrain
    Show
    [IMG](NOTE TO SELF FIND A PICTURE)[/IMG]

    BLAH BLAH BLAH

    Terrain The rocky cliffs and bluffs of the Drugaudian Steppes are a veritable maze of barren rocks and yawning chasms lining most of the Western borders of the Geographic Limitations of the Western Informational Hub. or GLWIH. The location is barren and desolate. A feature the residents of the GLWIH chose for just such a purpose, the terrain itself deterring the prying eyes of strangers. If one were to seek the Thorpe and villages of the GLWIH, they would likely wander the White Wastes for days before dying a slow cold death from hypothermia. Many believe the Residents make their homes in the great mountain which locals call Emohesab. But no one has ever found concrete proof to support the claim.
    Notable Terrain Features:
    • The Lonely Mountain: Rising from the stark wastelands, the great mountain called Emohesab houses the city of Shezhan beneath. It is one of the tallest mountains on the western coast of Pacifica, like a dark twin to Holy Yphinnerra. The top of the mountain is usually cloaked in clouds, but the whistling ash-winds of Drugaud can be heard screaming across the peak.
    • Two: Stuff here.


    Spoiler: People
    Show
    The Tieflin are a lesser-known species, probably by art rather than by coincidence. Like the Iztli and Frosten they are a form of Berapi, but their aspect is light rather than heat: More specifically, the Tieflin embody darkness in humanoid form. Their flesh is dusky and translucent, like that of a scale-less fish, and they often have small horns, red eyes, or other unusual traits. Some of these might be a result of inbreeding or mutation, but others appear common enough that they might simply be natural.

    They are by nature fairly good at sneaking around, especially when it's actually dark out, but on the other face of the coin they don't seem to like the sun very much. They might be the only race in existence that can actually manage to sunburn their internal organs without any gaping wounds involved if sufficiently careless.


    Drugaudan Culture:

    The Tieflin race is best-known for its propensity with regard to shadowy corners, and they possess some instinct that grants them unusual levels of amusement and pride from successfully outwitting or outmaneuvering another. Their skill at doing so is even such that actually being recognized for one's own accomplishments is a difficult thing and definitely prone to head-swelling, since it means that the ego in question has managed to out-trick the tricksters that inevitably try to take credit from them. Shezhan's research sector is infamous for this, with researchers regularly attempting to downplay their partners' roles in new discoveries and developments. Even scholarship is like this to some degree, though luckily the Tieflin who choose to teach tend to be the relatively responsible ones more interested in doing their actual job than deceiving students for their amusement.

    Marriage is practiced in Shezhan mainly among the nobility for reasons of official lineage. Commoners generally do not bother, since "free love" is basically just a fact of life among the Tieflin, married or no. Promiscuity, homosexuality, and polyamory are all common enough behind closed doors among both sexes and carry little to no stigma. All family lines are matrilineal, since the identity of a child's mother is the only thing that can be taken for granted. Despite the relatively free sexual politics of Drugaud, however, it is considered relatively rude across all social classes to speak on the subject in a public place or to attempt to blackmail someone using information on their sexuality.

    The Tieflin are notoriously self-superior, generally looking down on other cultures (though not often to their faces), though most of them begrudgingly accept the Frosten as more or less the same race.


    Spoiler: Resources
    Show
    Drugaudan Iron and Coal can be easily found, usually buried no more than a few hundred feet down. There could plausibly be more mineral wealth buried in the deeps, but the Tieflin are not dwarves and only mine for the resources they need rather than for the sake of mining. However, their culture seems to have a lust for knowledge and information in the same way that the Dwarves tend to love their precious metals, and many of them take the role of scholars or philosophers (or Scientists for convenience, though the term is anachronistic without any Scientific Method.)

    Where the Tieflin do not hunger for wealth, though, they hunger for...Food. While the soil of Drugaud is actually very fertile and could bear crops in theory, the volcanic ash clouds that more often than not blot out the skies are sure to ruin any attempt at actually growing them, and that's if they survive the constant ashfall.


    Spoiler: Religion
    Show
    The Tieflin worship their own secretive gods. Perhaps the Lords of Night and Knowledge? They're not precisely the most open of societies. They could probably sacrifice people and no one would notice. Still, some cultural bleed has taken place due to the overwhelming strength of the Doctrine of Frost in the rest of the Glazfelli lands, and a minority of Doctrinists have established themselves.


    ----



    Spoiler: Posterity
    Show
    Haiwaste
    Region 82, BladeofOblivion

    Population: 1,012,000
    Terrain: Arid, shallow sand fields, aquifers underneath bedrock, mudpots
    People: Drakefolk, Human, Haiwasten Culture

    Resources:
    • [Great] Mud (6/6) (to Glazfell, Estglaz, Frosskov, Skarval, Drugaud, Krepida)
    • [Good] Potash (2/3) (to Glazfell, Sympolemou)

    Import Necessity/Great Desire: Stone (met by Stone import from Skarval)

    Religion: Animism (Majority), Doctrine of Frost (Minority)

    Region Details

    Spoiler: History
    Show
    Blaaaaaaaah


    Spoiler: Terrain
    Show


    Haiwaste is an arid region, but not a full-on desert like Sahra'a to the south. The reason for this is a network of aquifers under the bedrock fed by rivers flowing from the Eastern mountain range, which eventually empty into Skarval's tepui system.

    However, the area's sand isn't actually very deep, rarely going down more than a meter or so before hitting a Kaolin layer and then ridiculously tough bedrock. This is due to high levels of intrusive geothermal activity, which means that the heat below the bedrock is enough to superheat the water and force it to rise, bringing along dissolved potassium-feldspar formations. Eventually, this slurry penetrates and mixes with the bedrock and clay when the pressure reaches critical mass to form a mud volcano. After the initial volcanic burst, the pressure usually settles down into a muddy hot spring, which lasts until it eventually cools and hardens. When it finishes hardening, it no longer allows any water or gas to escape, setting the stage for the water to hit critical pressure and burst again.

    The clay itself is Kaolin, a white clay that can be digested by humans and other animals and is formed by the breakdown of Feldspar and other silicon compounds such as sand. It's actually good for you as long as you're sure to boil out any contamination, despite tasting a bit like chalk. In this case, the mud contains potash salts, which largely escape into the surrounding sands and act as fertilizer. As such, due to the high quantity of water and fertilizers, these mud volcanoes tend to form peaty, shrubby oases in an otherwise xeric climate.

    It's also a "cool" desert like the Gobi rather than the terribly hot Sahra'a, which can be attributed largely to its more northern position and the seasonal freezing winds flowing down from Frosskov. Haiwaste's resource requirement is stone, since the only natural rock formations present are nigh-indestructible ablative bedrock and the occasional sandstone deposit that collapses back into sand if you try to mine too much of it.

    Notable Terrain Features:
    • Bald Mountain: Unlike most of Haiwaste's terrain, Bald Mountain represents a location where a true volcano burst through the sand at some point, forming a shield-dome before eventually cooling and hardening. The mountain is long-dormant, with no eruptions in recorded history. Over time, it was largely covered by sand and flora, with the only true sign of its presence being elevation and the lack of mudpots. It now bears host to the Castle of Saenord-Hai, its location chosen to allow for a series of underground rooms in which to fortify the fortress without building a towering symbol of hateful hegemonic domination.
    • Two: Stuff here.


    Spoiler: People
    Show
    Some of Haiwaste's inhabitants are human, strongly resembling the nearby Skarvali and Maian peoples, though their population tends to be largely concentrated in cities like Poel and larger villages. Haiwaste's population is spread fairly evenly across the region rather than congregating strongly in the cities however, though the Drakefolk account for some of this. Small villages dot the landscape, often trading resources among themselves and forming close kinship ties.

    Most of the remaining population are Black-scaled Drakefolk, resembling their cousins in Felitora further west and traveling in bands. They are tall, spindly creatures, soaking the sun for warmth and swimming through the sand from place to place. They harvest nitrates from the sand deposits, herd animals, and other things that nomads can do as typical trade. They sometimes work in town, but more often they stay in their bands and simply come into town to trade.

    Haiwasten Culture:

    Blaaaaaaaagh


    Spoiler: Resources
    Show
    The lands of Haiwaste are best known for their mudpots, large holes in the bedrock where heat from underground causes the aquifers to bubble and mix with the clay deposits deep under the sand. These pots fill with a whitish, rich, red-hot slurry, usually just called Mud. While one might not have expected it, the stuff turned out to be edible once cooled a bit and actually tastes fine, if a bit bland. Does wonders to settle the stomach, too. These same lands contain deposits of Potash, which is mainly good for fertilizer: It's easy enough to find, since plants tend to grow more thickly nearby. The potash also has a military use, as filtering properly-treated manure through it yields saltpetre, a useful alchemical agent.

    While Haiwaste has plenty of bedrock and even a few sandstone hills, virtually all stone is unsuitable for construction of any kind. The bedrock can not be easily penetrated, and mining it will slowly ablate it chip-by-chip rather than rendering useful material. The sandstone has a similar problem, in that it is fairly easy to obtain but lacks strength once cut from surrounding material.


    Spoiler: Religion
    Show
    Animism (Majority), Doctrine of Frost (Minority)


    ----



    Sahra'a Colony
    Region 55, BladeofOblivion

    Population: Census data unconfirmed
    Terrain: Arid Dunes, Warm Desert, Sandstone formations
    People: Berapi [Frosten], Goblins [Afriit], Humans [Guilderene], Sahra'a culture

    Resources:
    • [Good] Lacertal Milk (0/3) (to )
    • [Good] Lacertals (0/3) (to )
    • [Good] Leather (1/3) (to Propinlonge)

    Import Necessity/Great Desire: Beverages (met by Aimoh Import from Dong Nam Dosi)

    Religion: Doctrine of Frost (Only)

    Region Details

    Spoiler: Terrain
    Show
    The terrain of Sahra'a is generally lifeless and inhospitable: Simply traveling from one village to another is a dangerous prospect for the unprepared and careless. Ruins of an unidentified civilization dot the desert landscape by the hundreds, and many serve as housing for the Afreet tribes of the region. During Guilder's colonial period, they began to explore these ruins, and noted many similarities to their own ancient manuscripts.

    The Great Dune can be noticed from several miles away and contains the half-buried Gnashmaul ruins, named for the Gnashmaul tribe that inhabits it. The Great Dune is the largest of the numerous dunes in the region, spanning over four Pryonian kilometers in diameter.

    The Grand Canyons isolate the region from the west, extending from the far northwestern edge to the southwestern edge of the region's border. These enormous and deep sandstone channels stretch for many miles with only a few rare bridges built to pass over it. None have yet survived an attempt to cross the canyons without using the bridges or some form of flight.


    Spoiler: Peoples
    Show
    The Sahra'a Afreet are distant relatives of the Goblins of Zagrim though there are many very distinct differences between the two cultures. Though The Sahra'a Afreet have a great curiosity they have abandoned much of the longing for invention that strongly impassions The Zagrim Goblins to take up roles more prevalent to there survival such as hunting and taming Lacertal and maintaining there ruins and vital underground wells. The Sahra'a Afreet also differ physically from there northern cousins standing at around three feet tall, with slim, dark green bodies, large round heads filled with small pointed teeth, small red, yellow, or orange eyes, small noses, and large leathery bat like ears.

    The Sahra'a Afreet people consist of several tribes united several generations ago by the warchief Kil'Kit of the Gnashmaul tribe. He was the one who codified the terms of succession, stating that whoever kills the Gnashmaul chieftain in single combat gains the rank of chieftain and becomes the ruler of all the Sahra'a Afreet. If by some stroke of fate the chieftain dies of natural causes the great dune will be evacuated and used as an arena for a grand melee to the death to determine the new chieftain.

    It is believed that the reason the Afreet surrendered to Guilderene rule in the end is because of the Battle of the Dunes, where Guilderene Prince Inigo slayed the Gnashmaul chieftain by single combat. It was due to this action on his part, when cornered in the Great Dunes, that led to the peaceful end to Sah'ra's inclusion in the Guilderene Expanse. Interestingly, this means that Sah'ra does not consider itself loyal to Humperdink, instead following Inigo's commands. For now, this is the same as his father's will, but it may not always be so.


    Spoiler: Resources
    Show
    The Sahra'a has very little in the way of resources due to its lifeless harsh lands but it does have a [Good] amount of Lacertals. Lacertals are massive burrowing lizards with long, hooked, tongues filled with poison. They lie beneath the sand, waiting for the smell of prey, before bursting out to chase and devour the hapless creature... or person. The Afreet use Lacertals for food, despite the fact that their meat is poisonous to any who have not fed on them from birth. Their most common use is to be tamed and used as mounts.

    Lacertals, when captured or homebred, can be skinned for a ludicrous quantity of their sandy, flexible, and tough skin. This has led Guilderene trading princes to create a business of exporting a [Good] quantity of Leather.

    The Sahra'a Afreet have one other [Good] resource available which they have invented and manufactured called Lacertal Milk. It is brewed from pure Lacertal venom and the mashed roots of the few indigenous plants of the region. In fact, the poison is so strong, that it cannot be placed into ordinary containers until a
    diluting agent is added. When it is highly diluted (a rare thing indeed in Sah'ra, without water) Lacertal Milk causes muscle stiffness and severe hallucinations. Large doses attack the nervous system, preventing its targets from moving, and inducing hysteria.

    There is little that the Sahra'a Afreet need more than fresh water. The desert has small pockets of water buried underground barley enough to sustain the Afreet population water and other [Beverages] are the most valuable resource in the Sahra'a.


    Spoiler: Religion
    Show
    The Sahra'a Afreet are very superstitious believing that writing is an evil magic that will steal the words from there writer or reader. Anything perceived as magic is considered evil to the Afreet. The Afreet often worship fire and other natural occurrences.
    Last edited by BladeofObliviom; 2015-05-06 at 03:50 PM.
    Spoiler
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    Normal Avatar by Thormag!


    Earthbound Immortal Uru avatar by Strawberries

  4. - Top - End - #4
    Bugbear in the Playground
     
    Silverbit's Avatar

    Join Date
    Jul 2012
    Location
    England. The northish bit
    Gender
    Male

    Default Re: Empire! The Lands of Telluris (the fluff beyond the crunch)

    Now using this post.

    Razdis
    Region 13 (below ground), Silverbit



    Rolls.
    Mormaer Vali the Archer
    Current stats:
    Diplomacy: 5
    Military: 6
    Curiosity: 9
    Faith: 4
    Luck: 4

    Population: 44,000

    Original stats:
    Diplomacy: 5
    Military: 3
    Curiosity: 3
    Faith: 4
    Luck: 4


    Region details:
    Terrain:
    Spoiler
    Show

    Razdis is located below Lyradis, primarily beneath the Dis range to the northwest. Due to the tropical climate many caves and tunnels were eroded by streams within the mountains (though they remain chilled), and the doughy Dwarves have added more carved passageways to this.
    Three landmarks are:
    Andbar's Forest: a massive cavern network below the southwest of Lyradis, filled with giant fungi of all types. Named for the quasi-legendary first recorded king of the Razdissi. Now the source of edible mushrooms.
    Finbael's Deep: located in the deepest tunnels roughly within the center of the country. A great pit, superstition says it is bottomless. Named after the foolhardy dwarf pioneer who attempted to reach the bottom. They were not successful, and resided in a madhouse till the end of their days.
    Kalpraz: meaning "below sky" this is a sinkhole open to the air in the northernmost reaches of Razdis. Water cascades down into it from one side, and on the other is built the Razdissi capital.
    People:
    Spoiler
    Show
    The Razdissi people are dwarves, believed to be related to the dwarves of Sulvan's Fury, but many differences have emerged during their separation, mainly due to hybridisation with Ore Elves from Eyrecradia in ages past. Razdissi are still tough and bearded, but their skin is normally greyish black, similar to burned charcoal, and they tend to be nearly man-height. Their hair is most commonly iron grey, but rust red and coal black occur nearly as often. Eyes are black, orange or blue in most Razdissi. They're not as long lived as Keldagrim dwarves, with their lifespans being closer to humans. This is probably due to slight incompatibilities between Elven and Dwarven metabolisms. In personality, Razdissi are passionate about their work and tools; a common joke is that when you give a Razdissi a shovel, he'll spend a week getting to know it's name before using it to dig. Razdissi worship the very ore that they mine, in a somewhat odd animistic tradition. It is believed respectful to make a small sacrifice of plant matter (such as smoking a pipeful of pipeweed) before beginning mining. The population is low at 13,000, mostly in the capital Kalpraz with some in the minor holds of Dismil and Lunderbog. Due to the long-standing alliance with Lyradis, a rising number of the population are half-dwarves. They appear as slightly short humans with thick hair, grey-tinted skin and in some cases dwarven hair and/or eye colour.
    Resources:
    Spoiler
    Show
    Stone is very common, as the Razdissi constantly quarry and dig to expand their lands. It is transported out of the pits by a breed of particularly small and strong horse.
    Iron is also frequently mined.
    Coal is mined in the south and east; it is used as fuel for furnaces and forges throughout the world.
    Mithril was discovered in 363.

    The Razdissi are in constant need of wood, as little is to be found beneath the earth.
    Religion:
    Spoiler
    Show
    Razdis follows animistic principles, but is unusual in applying them to ores, gems and stone instead of the usual plants and animals. Indeed, it is respectful to ritually destroy a small sample of plant matter before beginning mining or construction work. Razdissi don't generally agree with Rh'llor the Fire Lord; in the sweltering heat of the tropics or the coal-heated tunnels underground, fire is less important. This may lead to conflict in coming years.
    Technologies:
    Spoiler
    Show
    Razdis has normal technology for the early Middle Ages, with the addition of the knowledge of how to create Steel, forge Mithril, print paper, wear plate armour and construct primitive hovercrafts.
    Ruler:
    Spoiler
    Show

    As of year 365, Mormaer Razkai II of the Unbroken Line Clan is the ruler of the Razdissi. His two sons are Vali and Ali.


    Trades:
    Coal for grain with Lyradis.
    Coal and iron for wood with Domhain Abhaile.
    Iron for ships with Qarimos.
    Coal for hovercraft technology with Kasumor.
    Bronze (copper and tin) for amber with Wenyavuk.
    Mithril for Heartwine with Raaneka.
    Mithril for Rhino Meat with Lyradis.
    Mithril for Mammoths with Wenyavuk.
    Iron for Wood with Tar.
    Platinum for Gold with the Glazfell.
    Mithril for Inventors with Guilder.
    Mithril for Engineers with Niskova.
    Stone for Plate Armour technology with Guilder.

    Alliances:
    Silver Pact
    Lyradis
    Tekorva
    Eyrecradia
    Dawn League

    Military:

    Razdis:
    3000 Heavy Infantry in mail armour with heavy shields, short swords and throwing axes, hammers and javelins.
    1500 Archers/Light Infantry in light mail armour with bucklers, bows and short swords.
    1500 Hovercraft Cavalry in mail armour with bucklers, long swords and Domhan Abhaile-wood shafted javelins.

    Eyrecradia:
    2000 Elven skirmishers in light mail armour with bucklers, bows and short swords.
    1000 Elven infantry in mail armour with heavy shields, thrusting spears and short swords.

    Fluff:
    Razdissi Clan Structure
    Razdissi Lexicon
    Razdissi Music

    Colonised Elbaraz, region 14b.

    Has control of Sulvan's Fury and Eyrecradia.

    Elbaraz
    Name means "under Farsight" in Razdissi.
    Region 14 (below ground), Silverbit


    Population: 55,000

    Region details:
    Terrain:
    Spoiler
    Show

    Elbaraz is located beneath Guilder, significantly deeper than Razdis is beneath Lyradis. Some links to the surface exist, but most traffic to the region is done underground.
    Three landmarks are:
    Hykeholt: The major city of Elbaraz, consisting of a network of tunnels filled with ramshackle shacks constructed of animal bone, leather, and hard fungus.
    The Mouth of Elbaraz: a cave system that spirals round and round, ending in a pool. Within this pool dwell large (shark-sized) blind white fish, and multiple species of squamous oozes. The area constantly stinks of vinegar, from ooze secretions.
    The Coins of the Earth: a massive domed cavern, with the walls encrusted with circular fossilised animals, resembling fist-sized stony coins. Enterprising Elbarazi sell them to Guilderine merchants as memorabilia of the caves beneath them.
    People:
    Spoiler
    Show
    In order of commonality: Guilderine half-dwarves, a subspecies of dwarves closely akin to both Razdissi and Keldagrim dwarves, exiled Guilderines and least commonly of all, goblins.. Torches are only found in areas populated by the still not entirely cave adapted exiled Guilderines.
    Resources:
    Spoiler
    Show
    Tin is mined, as it is in Guilder.
    Copper is also frequently mined.
    Andbar Mushrooms were discovered in 391. They are a variety of large edible mushrooms, with a very slight hallucinogenic effect if consumed in excess. They are believed to have been transplanted from Andbar's Forest in Razdis in ages past, probably by the Elbarazi dwarven subspecies as a food source.

    Elbaraz is in constant need of food, as little grows in the cramped tunnels.
    Religion:
    Spoiler
    Show
    The same mineral animism as Razdis, with some Guilderine money-worship as a minority.
    Technologies:
    Spoiler
    Show
    As Razdis.
    Ruler:
    Spoiler
    Show
    As Razdis.


    Note: Guilder counts as having access to the resources of Elbaraz.


    Sulvan Primarchy
    Sulvan Meritocray
    Sulvan's Folk

    Region name: Sulvan's Fury
    Region: 21
    Terrain: Mountains, Valleys, Rivers
    Population: 62,000
    People: Dwarven
    Resources: Coal, Iron, Mithril
    Imports: Food
    Religion: Paragons, Lord of Fire
    Technologies: No additional technologies.


    "Clan, Craftsmen, Miners, Honor!"

    Spoiler: Terrain
    Show
    "In a time long passed, Sulvan came to the these great mountains in search of a place to settle his people. When he arrived he found a great mountain range, covered with forests of pines, searing through the clouds and piercing the deep blue skies. But the mountain was occupied by fierce white giants, who refused Sulvan's folk the right to settle. Angered and furious Sulvan rose his hammer and struck the great mountain four times. With each strike the earth shook violently and fire began to spew into the air from the hurt mountains. Through the anger of Sulvan the mountains cracked and swallowed the white giants whole, and after the rivers of fire and trembling mountains stopped, the once great unitary mountain range had divided forever, by three great vales. All three vales came from the mountains and towards the south welcoming Sulvan's folk to settle them and their mountains, and so they did. And so they renamed their new home Sulvan's Fury."

    Sulvan's Fury is home to three great valleys surrounded by great, tall mountains. In an almost pristine alpine climate and environment. The mountains are great, tall and white, vales wide and green, and lakes pristine blue. Because of the climate and soil agriculture is only present towards the southern most part of the land, farther away from the mountains. The vales are each passed by a great river flowing with crystal clarity towards the south, accompanied by lush forests of pine and alpine trees.

    The western vale is called the Eneyr Vale, whom hosts the Eneyr River and Woods. The eastern vale is called Arez Vale which forms the eastern border of the Fury, and whom hosts the Arez River and Woodlands. And in the center north is the Jearr Vale, where the Idour and Faer Waterways meet and form the Jearr River, which heads down south to eventually meet the Eneyr River.

    To the west of Eneyr Vale are the Draedan Mountains which form the western border of the Fury. Between the Eneyr and Jearr Vales stands the great Sulvan's Summit, the largest mountain of the Fury. Sulvan's Hammer mountain range spans from the southern most point of the Eneyr Vale all the way to the north east of the Fury, serving as the shield at the back of the Arez Vale. And lastly to the north, between Idour and Faer Waterway are the Lakr Heights which form part of the northern border of the Fury.

    - Sulvan's Hammer form the tallest and longest mountain range in the Fury. Spanning from the southern most point of the Eneyr Vale it travels to the north east of the Fury, bordered to the west by the Jearr Vale and to the east by the Arez Vale.The Hammer stands an eternal vigil, piercing the havens as it serves as a shield, protecting the inside of the Fury.
    - Sulvan's Summit is the largest unitary mountain in the Fury. Situated east of Eneyr Vale and west of the Jearr Vale, this mountain dwarfs in size all others around with its sheer size, not in size, but is mass. Its great size leaves no alternatives to surface dwellers but to circle the entire mountain through either the Jearr Vale or Eneyr Vale.
    - Sulvan's Fortune is the vast great chasm that pierces the Summit, and leads into the great covered vale underneath the Summit. Inside there is the fourth and unseen vale of the Fury. The Fortune hosts its own lakes and forests, which receive their light through the great chasm piercing the Summit, allowing for its own ecosystem to thrive unhindered by the outside world.


    Spoiler: People
    Show
    Sulvan's Folk, singular Sulvan or plural Sulvai, are sturdy, rough but merry bunch. They are dedicated to their crafts and clan, and have little to no interest in the affairs of surface folk. They either work on the soil of the Fury gathering lumber or game, or in the underbelly of the Fury, mining or digging. After all that work however, no matter their craft, they all gather in the many taverns that dot the landscape of the Sulvai's many underground cities, and all make merry to cheer another passed day.

    They have a clear view of everyone's place in their society as such the Sulvai society is formed out of Castes. The Caste system is based upon skill and merit. At the age of maturity, when a young Sulvan passes the trials of either manhood or womanhood, they are inducted into a Caste based on their passions and talents. During their lifetime a Sulvai can change Caste only if he proves the skill necessary to be as fruitful and productive as he was in his previous Caste. The only way to advance militarily, politically or professionally in the Sulvai society is by merit alone. Sulvans occupy a position of leadership only if they prove worthy of it, and once they are not anymore, they make way for the next more capable Sulvan.

    A the Sulvai are a long aged folk, even more so then most Dwarves, and all strive to attain the dedication, strength and innovation of Sulvan and the Paragons that followed.


    Spoiler: Resources
    Show
    The great mountains have welcomed Sulvan's Folk with plentiful of Iron, Coal and an underbelly rich in Mithril. Unfortunately apart from game it has not greeted them with enough resources of sustenance, thus pushing them to rely of outside trade for Food.


    Spoiler: Religion
    Show
    At the base of Sulvai culture is the faith in Paragons and the Lord of Fire. Sulvan's Folk value and cherish those who came before and did great deeds, as such those Dwarves who had brought a truly significant contribution to the welfare and well being of the Sulvai are risen to the ranks of the Paragons. A Sulvan Dwarf can become a Paragon only during his lifetime, as in death, one cannot innovate nor contribute. Once a Paragon goes back to the Stone, from which all Dwarves came, they are honored by having their statue raised in the Hall of the Paragons, and are forever praised as a pillar of Sulvan society.

    While the Sulvai do not pray to the Paragon, they lean on their teachings and achievements for support and guidance. However they do tend to pray to the Lord of Fire. True they do not do it in an organized fashion, nor with religious fervor, but when things are most dire they do turn to him for guidance. And as the legends tell it, Sulvan claimed that it was the Lord of Fire who granted his Hammer the power to strike down and break the mountains.


    Spoiler: Family
    Show
    Sulvan succession is pretty simple and forward. When the Primarch passes back into the stone, his son takes his place if he is found worthy. In case the Primarch has more then one son, then they compete in a series of non-combat challenges, that test their ability to rule wisely and for the benefit of the Sulvai. If the Primarch has no sons, then the same rules apply to his daughters.

    If the Primarch dies without children, then the same rules apply to his brothers. If there are no brothers, then sisters. If there are no sisters then cousins. After that succession becomes an open challenge, non-combat of course, between all those of Sulvan Blood.

    The Primarch lineage comes from Sulvan himself, as such all Primarch have been direct heirs of Sulvan. Thus all Primarchs are of the Blood of Sulvan. The Sulvan Primarchy was won by combat by Mormaer Razkai II of Razdis in the year 373; he carried the Blood of Sulvan from his ancestors' migration away from the Primarchy.



    Eyrecradia
    Region 5B
    Population: 105,000

    Terrain:
    Spoiler
    Show
    Eyrecradia consists of various caverns connected by tunnels.
    The capital of Eyrecradia is the Ore Elves' home of Sylvania, a city hewn from a spacious cavern. The back wall of the 3 walled cave (the 4th wall is the only one with an entrance) has hewn from it a large, ornate temple with shrines to the various gods they worship. This is also the home of the ruler, the High Cleric, also known as the Pretoria or Praetorius. Yes, Eyrecradia is a theocracy. This area is where the Razdissi administration currently have their headquarters.
    Another location is Caelythe, a "forest" of stalagmites covered in moss and various mushrooms home to the Moss Elves. Caelythe's most notable feature is the moss canopy above the Moss Elves reside on.
    The final location is Makarieth, a gem-filled tunnel complex home to the Gem Elves, who also live in homes hewn from the rock walls.


    People
    Spoiler
    Show
    There are 3 races: the Gem Elves, with dark grey or obsidian skin, diamond emerald, lapis lazuli, topaz, opal, ruby, or amethyst-colored eyes and hair, who are extremely hardy; Ore Elves, with stone-grey skin, copper, electrum, cobalt, brass, bronze, or iron-colored eyes, and metal-colored hair that are renowned for their versatility, and the Moss Elves, with pale grey skin, green eyes, and beige, green, white, or red hair and bioluminescent blood known for their exceptional weaving, navigation, and scouting skills.


    Resources:
    Spoiler
    Show
    Mushrooms, moss, and precious metals


    Imports:
    Spoiler
    Show
    Wood, meat, water, fruit, vegetables, and leather (lighter than hide and easier to use).


    Religion:
    Spoiler
    Show
    Pagan animist.


    Ruler:
    Spoiler
    Show
    Currently mostly controlled by Razdis, due to blood succession.


    Last edited by Silverbit; 2014-10-20 at 03:13 AM. Reason: Round… I'm not sure anymore bonuses, trade and troop loss.
    I'm also on the Bay12 Games forums under the same username.

    The awesome Ceika made both my avatars! All hail!
    Spoiler: Former avatar
    Show


    Currently playing the parched and honourable Rabhid Dynasty in Empire2!

  5. - Top - End - #5
    Ogre in the Playground
     
    Zap Dynamic's Avatar

    Join Date
    Dec 2011
    Location
    On Another Adventure
    Gender
    Male

    Default Re: Empire! The Lands of Telluris (the fluff beyond the crunch)

    The Royal Council of
    Raaneka
    Regions 11, 11b & 12, Zap Dynamic
    Last Updated: Beginning of Round 19 (421-425)


    The Royal Council of Raaneka
    Queen Bhakti and King Tikta II Satato
    Prince Mawru and Princess Aditi Sultana
    Deep Scholars Agadhamast "Adham" and Bisamkhaba "Sami"
    History of Councilors
    (Please note: dates in the tree above reflect the individual's years of service on the Royal Council, not their birth/death dates.)

    Current Stats:
    Diplomacy: 3
    Military: 2
    Curiosity: 7
    Faith: 6
    Luck: 4

    Original Stats:
    Spoiler
    Show
    Diplomacy: 3
    Military: 2
    Curiosity: 4
    Faith: 2
    Luck: 4


    Total Population: 252,000
    Raaneka: 75,000
    Qarimos: 127,000
    Ayava: 50,000

    Spoiler: Trade (Resources and Technology by Region)
    Show
    Raaneka:
    Resources:
    Heartwine [Great]:
    • Guilderene Bronze
    • Hurosha Quartz
    • Lyradissian Bricks and Pottery
    • Nyrothian Silk
    • Palas Caercian Cana Beans
    • Sulvan Mithral and Tech

    Colored Sandstone [Good]:
    • Hurosha Alchemical Compounds
    • AQUA Kelp-Olive Oil
    • Slca'ca Gold

    Lumber [Good]:
    • Crimar Horses
    • Grmanhili Honey
    • Solusian Glass

    Berundas [Good]: not available for trade
    • Ayavan Scholars
    • Qarimosi Spices

    Need Livestock (receiving Crimar Horses for Raaneki Lumber)

    Qarimos:
    Resources:
    Ships [Good]:
    • Enclave Star Nectar
    • Jarrland Dyes
    • Sympol Lumber

    Spices [Good]:
    • Domhan Lumber
    • Guilderene Crops
    • Raaneki Berundas

    Elephants [Good]:
    • Grmanhili Iron
    • Lyradissian Bricks/Pottery
    • Triumvirate Fish and Goats

    Need Lumber (receiving Lumber from Sympolemou and Domhan Abhaile)

    Ayava:
    Resources
    Scholars [Good]:
    • Alydaxian Artifacts
    • Genivanan Osuro Mirc
    • Raaneki Berundas

    Mushroom Trees [Good]: 1 available
    • Estglaz Silver
    • Triumvirate Vegetables

    Cave Cats [Good]: 1 available
    • Jarrland Papyrus
    • Triumvirate Fish

    Need Light (Receiving Berundas from Raaneka)

    Technologies:
    • Aerial Naval Carrier
    • Avian Riding (+1 Military Battle Checks, +1 Military Maneuvering Checks)
      • Maian Athletes (to Raaneka)
    • Mithral Forging (+2 Military Battle Checks)
      • Raaneki Heartwine to Sulvan's Fury
    • Ocean-Faring Ships
    • Plate Armor (+2 to Military Battle Checks)
    • Printing Press (+1 to all Diplomacy checks)
      • Gifted from Sulvan's Fury
    • Raaneki Diplomacy (+2 to Diplomacy checks vs. opponents who lack Raaneki Heartwine)
      • Gifted to Lyradis, Razdis, and the Jeweled Cities

    Spoiler: Politics
    Show
    Spoiler: Declaration of the Royal Council of Raaneka
    Show
    To all the citizens of our domain, we bid you welcome!

    The realm of Raaneka grows, and takes into its consideration many old alliances. Our glory is restored to an age undreamed of, and still the horizon is far away. May all who have eyes to see or ears to hear know that Lomadi and Ujval Devdano, masters of Raaneka, do claim themselves Queen and King of the Diarchy of Raaneka.

    That we might live in harmony with our new kin, may rule of law be shared by regents of each province of the realm. In the 381st year of the common era, we announce the birth of the Royal Council of Raaneka. May six councilors serve from each province in the realm. From the Diarchy of Raaneka, Queen and King shall always serve on the Council, and shall be joined by the remaining four matriarchs and patriarchs of the Adite-Devdano dynasty. From the Principality of Qarimos, may the Princess and Prince of the land be joined by advisors elected on merit, as is their custom. From Ayavazarmanbuh-ja, the new realm beneath Raaneka, may they elect six officials however they should choose, but may they accept the friendship of House Satato, who is eager to learn more of the ancestors.

    We decree this with the full authority won with peaceful words by Aditi and Devdan, may they return in our greatest need. We ask for the blessing of the Raaneki, different in culture and race but united in history, fellows for the rest of time.

    Your humble masters,

    Lomadi and Ujval Devdano
    Queen and King of Raaneka
    Bright Glory, Dark Wine
    First Vintner of Raaneka
    Mistress of Trade
    Wisdom and Generosity

    Jacob and Calaki Serendel
    Prince and Princess of Qarimos
    Music and Flexibility

    Dezarajacarita and Anagatavati
    Deep Scholars of Ayavazarmanbuh-ja
    Kindle Excellence



    Spoiler: Military
    Show
    Raaneka (10 max):
    1 Aerial Unit
    1 Land Unit
    1 Naval Unit

    Qarimos (5 max):
    1 Aerial Unit
    2 Naval Units

    Ayava (5 max):
    1 Aerial Unit
    2 Land Units

    Agents:
    The Fellows (Keyword: Investigation)

    The War Doctrine of Queen Anguri Adite
    Raaneka excerpt from the Scrolls of Prowess
    Qarimos excerpt from the Scrolls of Prowess
    Fellows excerpt from the Scrolls of Prowess

    Spoiler: Projects Great and Small
    Show

    (Great) Raaneki Taverns, raised as embassies throughout the Empire of Dawn

    Raaneka
    (Great) The Kindred Stadiums, home of the Raaneki Games.
    • The Wave Stadium, overlooking Bandar Harbor for the Mock Naval Battle of the Raaneki Games.
    • The Great Stadium of Sarab, housing all other events of the Raaneki Games.
    • Raaneka Racecourse, stretching from Bandar to Sarab by means of the Painted Coast, Lower Berrylands, and the Sarabi Steps.

    (Great) Royal Council Palace in Bandar, home to the members of the Royal Council.
    Ancestral Shrines, raised in every settlement and vineyard
    Golden Berunda Statue, Champions' Plaza, Sarab

    Qarimos
    Granaries, raised in Qarta and Melytis
    Spirit Shrines, raised in place of power, especially along the coast

    Ayava
    (Great) Illumination; exquisite, scintillant decoration of the scripted page
    Ancestral Shrines, raised within Grand Delving and along the Sea of Sunken Stars

    Spoiler: Map of Raaneka
    Show

    Thanks goes out to Aedilred!



    Raaneka
    The Painted Diarchy
    Region 11


    Queen Bhakti and King Tikta II Satato
    Roll of Names for the Adite-Devdano Dynasty
    Aditi-Devdan Family Tree

    Region Details

    Spoiler: Terrain
    Show
    Full many a wonder is told us in stories old, of rough, color-slashed ranges, of wide blankets of wine dark berries, of sorrowful losses, of a bold and noble folk. Hark, and recall the glory of Raaneka, the painted lands.

    The terrain of Raaneka was seen by few enough, but known by many in fable and tale. Who could look upon the Painted Coast, that riot of colored stone which fell from vibrant, seabound peaks to dappled-sand shores, and not pause with teary eye? How else might Bandar of Many Colors, that sea port of old, have been raised?

    And rising into Raaneka, what soul would not be stirred by the Berrylands, from which the sweetest wines still flow? Who could not craft the sacred ink from the emerald berry, or the sable, or the scarlet flowerberry, and be not moved?

    And high in the mountain passes, what soul has not wished for the solace of the Miracle Pools, those healing hot springs? What man or woman abed has not wished for the cleansing minerals of that elusive water?

    Spoiler: People
    Show
    Raaneka excerpt from the Radurjic Codex
    Raaneki excerpt from the Bestiary of Telluris

    Hearty humans dwelt in that land, with sharp and mirthful eyes. They recorded joy and sorrow both upon their flesh with the sacred inks of the Berrylands. Upon their arms, and legs, and bodies they enshrined memory and oath with pride, and often walked unclad (or near enough) that all might see that pride displayed.

    Their braided hair reminded them of the virtue of fellowship, and the community they dearly loved. They made a pact to that end when well and truly grown, after 16 years of life, and their first tattoo was a reminder of that pact. Would they live for themselves, serve others in bold and mighty ways, and live in freedom all their days? Or would they seek out marriage, raise a family, and act as leaders of their community? Honor might be found on either path, and though there was little shame in changing paths in life, such a decision was grave indeed, and was not made in haste.

    Spoiler: Resources
    Show
    Berunda excerpt from the Bestiary of Telluris

    What resources might the Raaneki coax from their beautiful and fruitful land? Most famous by far was Berryland wine, how varied, how subtle, how sublime! Alas, that same terrain that yielded their greatest treasure was their greatest challenge, for what livestock could they find among such endless brambles and vines? Alas, the Raaneki must needs trade for this abroad.

    They cleared forest land for lumber to win trade and prosperity. They mined the colored sandstone of their land, a luxury for all ambitious builders of the world.

    Spoiler: Religion
    Show
    Example of a Raaneki Fellowship Rite

    And religion, that ancient rite, was found amongst them too. Those daring and clever ancestors of each family line were raised as exemplars in death. Their wisdom trickled down from the firmament for long years after their death, and guided the Raaneki to harmony, the joy of fellowship, and the glory of stunning vistas and new scenes. Some few of them worshipped the Lord of Fire, and their worship was welcomed but unvalued by those who held their ancestors in higher esteem.

    Spoiler: Technologies
    Show
    • Acrobatic Saddles*
    • Athletics*
    • Avian Riding
    • Falconry*
    • Good Roads*
    • Horse Jumping*
    • Kites*
    • Permanent Skin Dye*
    • Revelry**


    *Fluff only/not tradeable.
    **Mandatory

    Spoiler: Heraldry Roll
    Show


    Lady Aditi and Lord Devdan



    House Adite



    House Devdano



    House Satato




    The Principality of
    Qarimos
    Region 12

    "Music and Flexibility"

    Prince Mawru and Princess Aditi Sultana

    Region Details

    Spoiler: Terrain
    Show
    Hark now, ye listeners gathered near, to tales of windswept adventure, of the ancient bond of blood, of memories long-hidden in the mists of time. Such was the song of Qarimos by the sea, an ancient land of sun-parched plains, where majestic beasts walked abroad, and where ancestral ties brought those long-sundered closer together.

    Those dry lands to the south, where no tree could be found, they were full to bursting with treasures and wonders alike. The Glass Hills rose in jagged terror betwixt Qarimos and the Berrylands of Raaneka, an ancient scar of mighty battles. So say the legends. And high in the barren land, what traveler would not marvel at the Flower Lakes, inconstant jewels upon that scrubby plain, that wax in rain, and vanish in sunshine, and burst with their namesake but once each year?

    But first of all the treasures of Qarimos was Stormgate, relic island of their mythic past. When the Sea People came from the depths, they took that island for their colony and their bulwark against this new world above. There they met the ancient Raaneki of old, and made a new people. Their doughty spirits guard that sacred island still, against all who would profane their puissant memory.

    Spoiler: People
    Show
    Tikta Satato, Prince of Raaneka, was ever a seeker of unseen shores and unthought wisdom. It was this spirit-fire that sent him on his quest, a quest to learn what he could of the people that became the Raaneki. It was this spirit-fire that uncovered a link with the folk of the sea. The ancient Raaneki spread south into the lands of Qarimos, and there met the Sea People and made a new kindred, Il-poplu Tal-bahar in their own tongue.

    And in the harbors of cosmopolitan Melytis, long rival of princely Qarta in the Glass Hills, who could gaze at Raaneki and Qarimosi together and not find semblance? Though the sea’s bounty did make its people taller, and the Raaneki had hair in many strange colors, still the same flash of the eye, the same olive flesh! The tongue of the sea folk rolled like the tide. Raaneki twisted like vines upon a trellis, yet even here there was kinship. Long sundered, they welcomed each other as brothers and sisters.

    Spoiler: Resources
    Show
    Though the land was barren and Qarimos had need of lumber, there were yet things for which they might trade abroad. Most plentiful of these were its potent spices, gathered from the shrubs of the high plains and the harvest of the tides. They garnished food and strengthened drink, and some were burned in rites to the spirits. Grander than these were the elephants, which grazed from the high plains to the southern lowlands by the shore. Prized as beasts of burden and war, with peerless ivory to reap from their bones.

    Greatest in the eyes of the Qarimosi, though, were their seaborn ships. Keen of prow and shaped of timbers as dark as night, they smote upon the waters with grace. Their sails were colored in the fashion of their use, white for royalty, yellow for trade, red for acts of war. These snared the winds and sped the ships with power and agility. Their holds were wide and deep, for long exploration and heavy trade. Their weapons were many, for red war and black death.

    Spoiler: Religion
    Show
    When the Sea People came up from the ocean deep, in the days before they had news of other races abroad, they saw the beasts and bounties of this world and gazed upon their spirits, aided by their gift of watersight. They passed this wisdom to their children and their children’s children, though their lineage lost the watersight in time. The Qarimosi were left with tales without vision. The tales remained but dwindled in reverence. As sure as tide returns, so too did spirit worship ebb and flow by age and by hearth. Each man and woman came to the spirits alone, and many did not speak of it.



    Ayava
    Region 11b


    Deep Scholars Agadhamast "Adham" and Bisamkhaba "Sami"

    Region Details

    Spoiler: Terrain
    Show
    What dream or treasure could be more sacred than memory, of fond recollection, of stirring reverie, of bold tales shared and shared again? Hark, for there were memories of tumults and triumphs aplenty in merry Raaneka, and in the land of Ayava beneath it.

    In the north of Raaneka, in the 375th year of the Common Calendar, between the Mountains of Dis and the borders of Hrathan-Tour, many a wonder was found that the Raaneki had lost for long bygone ages. A hidden tunnel lead to Ayavazarmanbuh-ja, the cavernous world below the empty north. Deep down it descended, into the vaults of the earth where no light could ever breach.

    First of the gauntlets traversed by adventurers from the world above was the Sea of Sunken Stars, which feeds the Miracle Pools above. These explorers came upon the sea when night shrouded Raaneka above, and it seemed measureless and black. But as they skirted its edge and the sun rose above, the very night sky it had pushed from the heavens came into view in the depths of the sea. It was upon the shores of this sea where the gnomes built their many-tiered city, Grand Delving. Here the gnomes lived, as nimble on a rock face as in a contest of wits.

    Chief among the treasures of Grand Delving was the academic hall of Kevanubhadarz, called Flickerhall by those bold Raaneki explorers, in the deepest bedrock of the city. It was an academy of shadows and silence in Ayava’s heart. Many recessed lights flickered in its corridors, but the library at its nadir was black as Sableberry dye. Only with the aid of a gnome’s darksight could any tome be found. Such was their protection in those chambers beneath the earth.

    Spoiler: People
    Show
    This world of pressing rock was home to small and studious folk, known to themselves as Dhanazarmanoms, the guardians of memory. To the folk of the surface they were known simply as gnomes, and were a wonder unlike any the Raaneki had yet beheld. Exceedingly small were they, and those with smaller stature won greater renown among them.

    Their historians told the Raaneki of a great cataclysm, of the loss of many tomes, of a long age in the dark, and of dwindling fuel for their fires. Their wide eyes learned to see in the dark, but only by light could they read the tomes they treasured. Dark and light fell out of balance, and much learning drifted back into the pages from which it had sprung. Knowledge, their child to protect and their lord to obey, its sight did fade til the Raaneki returned the light to Ayava below.

    But light was not the last gift Raaneka sought to give. Tales they brought too, tales of bound tomes in distant lands, and unknown realms beyond. The sun’s light held power the gnomes could not bear, but by moonlight they schemed and dreamed and worked their way abroad. Such was their desire, to reach out and reap a broad harvest of learning.

    Spoiler: Resources
    Show
    In the world beneath our feet, there were once many fine things to be found by those with strength of heart and mind. Though gems and ore bedecked the deeps of other lands, Ayava, long a bastion of ancient knowledge, had pride beyond things of craft. They prized knowledge, and memory, and had such store of scholars as no other land had seen. On the surface world they studied only at night, but could discover much of history, craft, and forgotten mysteries by light of the moon.

    But all things need meat, or graze, or something to sate their hunger, and the gnomes were no different. They harvested the mushroom trees from that cavernous city, and from those caps they made stews and pastes, grilled delicacies and folk medicine. The wood of the tree was spongy and light, though not good for construction without reinforcement.

    Rarest of all gnomish resources were the cave cats, known to control even the most fickle of vermin. Though prone to mischief and not suitable as pets, cave cats hunt through scent alone, and have no need for light or darkness in their business.

    Alas! Such a scholarly people delighted in nothing so much as the scripted page and the wisdom preserved within. By secret ways, the gnomes did learn the way to see in total darkness, but no writing could they spy with such sight. To read, and yay to write as well, the gnomes did yearn for light, and the fuel to keep it kindled.

    Spoiler: Religion
    Show
    And what spirits or ancestors did the gnomes know in their long and pensive seclusion? As the tomes they saved sat in the black of Flickerhall, they dreamed of protection. As their torches guttered and their candles finally flickered out, they dreamed of light.

    These were their spirits. Nivertastrazreyasa, the light where knowledge is discovered, and Ayavazarmanbuh-ja, the darkness where knowledge is kept safe. When first they climbed from their warren in the north, they gazed upon the silver moon and knew it for their most fervent guardian. They called it Caradhanavabuh-ja, the holy lamp of knowledge and memory. It gave them light to learn in the dark that kept them safe, so unto it did they dedicate their study.



    The Chronicle of the Painted Lands

    Spoiler: Queen Lomadi and King Ujval Devdano (362-383)
    Show

    Spoiler: Queen Anguri and King Krama Adite (383-401)
    Show

    401-405--Defeat and Rebellion
    406-410--Renewal and Remembrance
    407--The Fifth Raaneki Games
    411-415--Faith and Union
    416-420--Illuminating the Canon
    421-425--New Horizons, Peaceful Days
    422--The Sixth Raaneki Games

    362--The Abdication of Lady Aditi and Lord Devdan
    369--First Example of a Raaneki Rite of Amity
    372--The Tale of the Very First Raaneki Games
    386--Fellowship Chronicle: the Qarimosi Killings
    392--Toward the Dawn, a Raaneki Historical Record
    399--Warrior Queen, Blazing Avatar
    406--Fellowship Chronicle: Crisis at Temple Mountain
    407--Second Example of a Raaneki Rite of Amity
    Last edited by Zap Dynamic; 2014-06-24 at 09:43 PM.
    Avatar by the wonderful and talented Ceika!
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    Past Faves: The Blackwood | Raaneka | Cachimba

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  6. - Top - End - #6
    Ettin in the Playground
    Join Date
    Apr 2011
    Location
    You lost the game.
    Gender
    Male

    Default Re: Empire! The Lands of Telluris (the fluff beyond the crunch)

    Guilder
    Region 14, SamBurke

    [Link to Original Rolls]

    Lady Buttercup the Bold

    Military: [7]
    Diplomacy: [5]
    Curiosity: [10]
    Faith: [3]
    Luck: [1]

    Vizini the Contrary[/COLOR]
    Military: [7]
    Diplomacy: [5]
    Curiosity: [6]
    Faith: [1]
    Luck: [4]

    Inigo the Fireheart[/COLOR]
    Military: [10]
    Diplomacy: [8]
    Curiosity: [6]
    Faith: [4]
    Luck: [2]
    Spoiler: Original Rolls, Inigo the Fireheart
    Show




    Previous Rulers:
    Spoiler: Tumberink the Sage
    Show

    Final Stats:
    Diplomacy: 4
    Military: 10
    Curiosity: 10
    Faith: 3
    Luck: 1
    Original Stats:
    Diplomacy: 3
    Military: 5
    Curiosity: 3
    Faith: 3
    Luck: 1


    Humperdink
    Final Stats:
    Diplomacy: 10
    Military: 10
    Curiosity: 10
    Faith: 4
    Luck: 7
    [Original Rolls:B]Diplomacy:[/B] 2
    Military: 5
    Curiosity: 5
    Faith: 3
    Luck: 3




    3

    Region Details

    Spoiler: Terrain
    Show
    Guilder is perhaps one of the best-situated trading nations in the world. From the massive Battersea Harbor System, with dozens of natural fjords forming the basis for its docks, to the Longsight Mountains, which allow easy transport of the various goods on their slopes down to the port-based valleys, everything in Guilder is built for having people coming and going all the time. Perhaps the only drawback to the nation is the Erlstorms, completely uncontrollable magical torrents which sometimes tear and shape the mountains for days on end.


    Spoiler: People
    Show
    Because Guilder is a nation based entirely on ships and trade, its people began to venture far afield very early after its borders were formed. As a result, there are citizens of every type and description, even some who are not entirely human.

    They are a group with much interplay: there is no one defining characteristic of Guilder, even the characteristic of being different is often variable.


    Spoiler: Resources
    Show
    The Farsight mountains are rich in natural resources, for those who can make quick trips up and down to gather wood, food crops, and metals. This reliance on exports creates a massive problem, however: the vast majority of those who are raised in Guilder become the producers of raw materials in the mountains, or traders in the ports. Thus, much of the trade is used for bringing in skilled laborers and craftsmen. In addition, the creation of the Technological Institute for Brilliant Minds has led to the finding of said Brilliant Minds.

    RESOURCES:
    [Good] Wood
    [Good] Crops
    [Good] Bronze, Copper, and Tin
    [Good] Inventors

    TRADES:
    [Adamantine]
    [Griffons]
    [Craftsmen]
    [Alchemical Components]
    [Steel]
    [Heartwine]
    [Tin]
    [Copper]
    [Tears of Yphine]
    [Marble]
    [Hematite/Iron]
    [Athletes]
    [Dinosaurs (Flying and land)]
    [Tears of Yphine, again]
    [Marble x2]
    [Gold]
    [Dragon's Blood]
    [Lacertals]
    [Lacertal Leather]
    [Lacertal Milk]
    [Cavorite]
    [Worked Mithril]
    [Worked Shintouite]
    [Papyrus]
    [Cana Beans]
    [Tin]
    [Copper]
    [Andbar Mushrooms]x2
    [Berundas]
    [Cocoa Nuts]
    [Shellfishx2]
    [Dire Boar]
    [Skywhales]
    [Shintouite]
    [Osuro]
    [Thundersheet Plants]
    [Basilisk Venom]
    [Camels]
    [Heart Ruby]
    [Stone]x3



    Spoiler: Religion
    Show
    There is no organized religion in Guilder, however many "worship" money in a crude way, through various pagan deities of trade, money, and power.

    Recently, there has been an advancement of several religions, which have seen prominence in public worship. The most notable of these are Lord of Fire Worship, and the Rajurdic Faith.

    The "common beliefs" of Guilder are thus influenced by many different religions of the surrounding nations, and, indeed, the world. This has led to their adopting of whatever grand traditions they can find. From ancient literature comes the Last Visitation, a final goodbye from a dying relative to all those who will listen. At the Visitation, the relative speaks only to those whom he loves, and will give them his life's lessons, passing on all wisdom and knowledge.

    Another tradition is familial association. A family is bound to continue in its path, whatever that be, regardless of the skills of its members. Should they be sailors, even the blacksmith of the family must work on a ship. If they are bound for trade, common-minded children must learn to adapt, or find a way to serve the family elsewise.

    The central part of Guilderene faith, regardless of what other influences there are, is the transmutation of their held Religion's tenets into a statement on value. Those of Guilder hold that everything has its value, and to place an emphasis in the wrong ways, to destroy value, or to place oneself above others' values, are in violation of the world. Thus, with this idea of "value", all other parts of their worldview are ordered.


    Spoiler: Technologies
    Show
    -Bronze-working at a basic level.
    -The Technological Institute for Brilliant Minds, a university that focuses on pragmatic sciences.
    -[Inventors] as a new Resource.
    -[Grain] has become [Great].
    -[Dinosaurs] as a new resource.
    -[Adamantine (Worked)][Hovercraft][Ocean-going Ships][Berunda Riding][Plate Armor][Pitch][Kralax Riding][Printing Press][Mithril (Worked)][Blackpowder][Clockwork][Zepplins][Griffon-Riding][Raneeki Diplomacy,] and official [Miithril Working Tech][Steam Power][Magnets][Tzaltec Fire][Prosthetic Limbs][Lenses][Clockwork Automata][Refrigeration][Medicine][Calculus][MECK Units][Efficient Building][Oracles][Ultralight Materials]

    [Steam Trains][Wurm Riding][Deep Lenses]





    Maos Colony
    Region 54, SamBurke


    Region Details

    Spoiler: Terrain
    Show
    [The Thunder-Lake]. A massive bowl or crater stretches for at least twenty miles, in a near-perfect circle. The natives of Maos state that it is from the very fist of the Golden Thunder, and keep it as a hallowed hunting ground. Because of the height of the mountain range around it as well as intense heat from the caldera beneath, there is a separate biosphere, giving the Thunder-Lake its name. Massive thunderstorms rage for days, whipping unbelievably sized trees and forcing even the largest of dinosaurs to flee to caves. The Thunder-Lake has its own biosphere, and is practically unaffected by the outside world, except for high level thermal winds, which have the altitude to pass over the encircling ridge.

    [The Earth-Bosom]. The entirety of Maos is termed the bosom of Earth, because of the richness of soil, continuous rain, and many rushing rivers. The land is filled with high-reaching trees which scrape the skies and anchor the ground. Complex but beautiful, dangerous but valuable, natives live both beneath the roots of Mangroves and at the top of the mallorn trees.

    [The Sky-Voice]. Because of the rain and hard-beating sun, much steam and vapor rises from the earth towards the heavens. In many places, this manifests itself as mighty thermal jets, allowing monstrosities to keep themselves aloft with ease, but equally allowing the Sky-leapers to fly and fall with grace.



    Spoiler: People
    Show

    The folk of Maos are simple and hardy, because they have to be. Often dark-skinned from the power of the sun, they are small and lithe, all the better for running, swinging, paddling, or fighting for their lives against the murderously fierce jungles that they love.

    Maian children have some of the toughest childhoods to endure: those who dwell in the ground may have it easier every day, but the terrors that stalk the mallorn trees can smash through walls and devour families whole. The children of the treetops on the other hand worry not about monstrous "dragons", but can fall to their death with ease if for a moment they lose their skill of body.

    On the whole, they are forced to maintain their hard-fisted training regimen. At five, children are taken from their parents and abandoned in the wilderness, and all in the village simply pray that they can return. At twelve, boys and girls are allowed to become adults, should they wish to take their test of age. This test begins first with a trip to the edge of the Thunder-Lake, peering into that hallowed ground. If they can return safely, they begin creation of their own master-spear or beast-saddle. When they return to the Lake in a few years, masterpiece completed, they must single-handedly tame or destroy one of the forest's monsters.

    And so, en masse, twenty or thirty Maian youth will rush down the edges, some leaping onto the Sky Voice and floating across the trees in search of their flying steed or tree-breaking quarry. The elders, having done their duty, turn and leave: it will take nearly a month for the anxious mothers and fathers to see their children's triumphant return.

    From there, life does not get easier, and monster-hunts are a monthly occurrence. Guilder has provided no little aid here, as its many advancements, such as finer spears and greater taming of the creatures of sky enables hunters' spouses to live without fear.



    Spoiler: Resources
    Show

    Resources: Dinosaurs [Good], Athletes/Sky-Leapers [Good]
    Imports: Cheap Metals [Bronze].

    Good: [Dinosaurs] are the most obvious and plentiful resource of Maos, as they thunder their way across its rivers, lakes, and forests in massive herds. These range from tiny scaled chickens to 40-foot behemoths with jaws the size of longboats, capable of devouring a man without a single chew. The smaller flighted creatures have recently been tamed, with aid from Guilder's knowledge.

    These dinosaurs are of several various types, though most notable are the Theropods, Sauropods and Pterids. Pterids, because they are quite the smallest, despite being capable of sustained flight, even with a rider. The super-light frame of pterid and Maian alike allow the master and his beast to spend many calm hours gliding the Sky-Voice over the forests, between hunts.

    Sauropods are the largest by size, and are frequently unable to enter thick-trunked mallorn forests. Some can grow up to a hundred feet in length, though none are capable of anything approaching a dainty size. Sauropods are easy to track, due to their man-sized footprint and miles-audible steps and cries. Maian children frequently make a game of finding and climbing Sauropods in motion, leaping onto their long tails, and running up to the broad backs. The monsters feel little difference, and the youngsters can often spend whole days atop their rides. There is little honor gained thusly; climbing to the back is considered a daily activity. What gains prowess among the children is the more arduous and useful task of climbing a beast's long trunk-neck, and riding there.

    While both Pterids and Sauropods may be ridden, Theropods of all sizes are almost impossible to domesticate. Whether the tiny runners which must have legs, arms, and jaws tied shut to prevent escape, or the golden-skinned Tyrant Kings which can devour herds, Theropods stand alone. They are almost never seen in herds, except when tackling difficult meat. This would seem to make them easier to hunt, yet it presents each Runner or Tyrant as a lone threat, well used to sizing up and feasting on packs.

    The dinosaurs are of every possible description. Smaller ones are frequently green or deep flecked brown and tan to match the Earth-Bosom's floor. Larger creatures care less for camouflage, and more for appearance. The great Sauropods range from bright blues to crazed red patterns, while great Tyrants are usually black or gold in appearance. The creatures of the sky are more practical than those of the tropical forests below, with white underbellies and green, tan, or brown tops. Only one notable exception to these rules exists: the Thunder-Lake. Its creatures are wholly alien, always being covered in luminescent, impossible-to-miss colors. This is because, in large part, they are poisonous, or pretending to be so.

    Good:[Athletes], known as Sky-Jumpers, are common amongst the Maian. They are unafraid of anything, since they have been falling from the back of tamed pterids from the age of twelve. In these falls and on their many hunts, the people of Maos demonstrate their prowess in moving swiftly between trees, fighting, and of course, leaping.

    There are many different ranks among the Sky-Jumpers, often determined by the number of hunts or kills that have been achieved. The young, however, have taken to a dangerous new sport using the skin of dead pterids. They strap these tough, leathery hides to both arms and legs, and then, riding into the sky, leap from their mounts to fall on the open air. This in and of itself is rather normal: most Maian adults have ridden the Sky-Voice before. The difference is that safe flights require a mount to be both above (for release) and below (for the catch). The foolhardy young athletes care not for such measures of "safety", and opt instead to leap from mountains or trees, gliding through the Bosom on the false wings they formed.

    There are certain athletes who do not leave the village. These are called "Maiwa" or "Gorillas", because they are the warriors and first defenders. From youth, they are trained not in speed, but in strength and vitality. They fight raptors bare-handed and carry logs for their sport. Whenever another tribe swoops in from the trees or the skies, the Maiwa of a village are the only ones carrying shields to defend it. As such, they are accorded high honor, so long as they fulfill their tasks.

    Import: The greatest need of the Maian is [Metal], which Guilder palns to supply with [Bronze], for their weapons. 'A man is useless without his spear' is a common saying amongst the warriors, though the women usually replace spear with "mate."

    Bronze and Gold, interestingly, are only minor parts of the economy of Maos. These metals cover trophies and decorations, adding value, but are usually used for practical ends.



    Spoiler: Religion
    Show

    The people of Maos are rumored to be related in some way to Guilder: because of their worship of Golden Thunder or the supposed "Golden Dragons" of the Thunder-lake, they revere gold and metals.

    They value prowess as well, making a sort of religion from showing off useful skills to impress the tribe. Naturally, this engenders many competitions, especially among the various castes or circles of athletes.



    3

    Rannara Colony
    Region 53, SamBurke


    Region Details

    Spoiler: Terrain
    Show
    The Great Plains A massive, rock-strewn wilderness, covered in magnetite, the only landmark feature. The dry plains are both vast and hot, and few travelers make their way across them.

    [Caves] The incredible dry hardness of the earth, as well as weak limestone formations make it the perfect place for caves, which stretch for miles underneath the ground. These are the usual homes for Rannarans, and contain what little water the land offers.


    Spoiler: People
    Show

    The Rannarans are small, pale folk, because of their habits of mining and digging. They rarely venture out in the daylight, preferring sleep or their tunnels during the day, and work during the night. It is for this reason they are well known as "soul-less" or heartless off-shoots of the dwarven family.

    Interestingly, there are many groups of Rannarans known as "Trueminds" who spend their entire life without viewing the sun at all. They have no concept of time, and frequently work in unusual patterns because. Sometimes, a Truemind will spend several days mining non-stop, only to collapse and sleep for a day, before resuming work instantly, as if nothing had happened. Trueminds often keep to themselves, forming separate colonies and mines in far-away caves. They have little connection with the rest of Rannara, and are frequently a generation or two behind on any great social advancement.

    The general population Rannarans are a quiet people, as there are few things to excite them, nor opportunities to go anywhere. Days can go by without a single person uttering an unnecessary sound, and no one is the worse. Rannaran culture is more noticeable for its lack of it. There are few works of art or sculpture, little writing to speak of, and few stories. Deep in the mines, what can truly be told of greatness? There is no unfirm ground for sinkholes or collapses, no great rivers to create glittering caves, and as of yet, no fabulous metals.

    The one exception to their boring life is in song. The Rannarans are capable of powerful chants, which developed as a means of communicating information from one end of the mines to the other and back within minutes. It is almost impossible for one not born into the culture to understand, yet even the most unskilled of their people can weave music to enchant the ears of the foreign. Rannaran singing is beautiful because the people change their pitch up through the octaves to maintain the harmony.

    Each section of the mines will sing a different part of the tune, which will change instantly for a new message. Should there be a need for wood, the troubled area will deepen their pitch, emphasizing sawing notes and firm, butressing responses to nearby tunnels' riffs. As the other miners take note of this, they change their tune to imitate, singing a response. This travels to the head of the mine, where the workers of Rannara ration out their little wood, and send it down. The singers can thus occupy themselves for hours at a time, as the monotony of the tune hones their mind for a state of complete focus.

    There is some trade between Rannara and Maos to the south, though few of the Maians wishes to stay long in the cramped quarters of the dwarven miners, and few in Rannara can bear the heat and sweat of the southern jungles.


    Spoiler: Religion
    Show

    Oddly enough, the people of Rannara worship the sun, despite its distance from their lives. They use it to represent all that is mysterious in the world, the thing that illuminates all others, but yet cannot be known.

    In doing so, they pay much tribute to its brutality in their lives, and its fire. Is it possible they are an offshoot or branch of the Lord of Fire worship...? The Temple of Fire does not know, though Guilder has discussed the possibility with them via letters.

    There are many Trueminds that, having not seen the sun in a half-dozen generations, deny its existence at all, claiming to what they call the Principle of the Razor: the simplest truths are the real ones. Based on this, they deny everything that is not physically presentable to them, including emotions and spirits.

    [Majority] Lord of Fire-esque worship of sun.
    [Minority] Truemind "Razors"


    Spoiler: Resources
    Show

    Resources: Magnetite [Good]
    Imports: Food

    Good: Large deposits of [Magnetite] litter the ground of Rannara, absorbing and reflecting the heat of the sun in blinding rays of light. It binds powerfully to itself and most metals, and is unusually heavy. The people of Rannara frequently use it as decoration, because of its beautiful reflections.

    Magnetite forms the primary basis of most of Rannara's tools, and it is similar in most ways to iron. The only difference is its much more powerful magnetic properties, which allow to be used in many creative applications. For example, when miners find sinkholes, they often throw weighted Magnetite hooks to the bottom or up to the top, to latch on. If metal ore is found, then its magnetic strength will hold the weight of a miner, and allow them to move to the new level.

    Import:The heat of Rannara, unrestrained by the rains of Maos to the south, mean that the folk there cannot grow much [Food.] Guilder will begin sending [Grain] over the next few years to ameliorate this problem.



    3

    Sah'ra Colony
    Region 55, SamBurke

    Population: 51,000

    Spoiler: Terrain
    Show
    The terrain of the Sahra'a is generally lifeless and inhospitable simply traveling from one village to another is a project with a high mortality rate for any who come unprepared

    One significant feature of the Sahra'a that can be noticed from several miles away is The Great Dune in which the half buried Gnashmaul ruins, named for its current inhabitants, the Gnashmaul tribe. The Great Dune is the largest of all of the numerous dunes in the sandblasted region spanning over two miles in diameter.

    Another feature of the Sahra'a is The Grand Canyons located almost directly on the Sahra'as only connection to land resulting in the regions isolation. The Grand Canyons stretch for miles with no passage in sight. None to this day have ever survived attempting to cross the canyons.

    Ruins of a lost civilization dot the deserts landscape of The Sahra'a by the hundreds and serve as housing for the many Afreet tribes of the region.

    Guilder has begun exploration of these ruins, noting their many similarities to ancient manuscripts from before the Exodus and the Destruction.


    Spoiler: Peoples
    Show
    The Sahra'a Afreet are distant relatives of the Goblins of Zagrim though there are many very distinct differences between the two cultures. Though The Sahra'a Afreet have a great curiosity they have abandoned much of the longing for invention that strongly impassions The Zagrim Goblins to take up roles more prevalent to there survival such as hunting and taming Lacertal and maintaining there ruins and vital underground wells. The Sahra'a Afreet also differ physically from there northern cousins standing at around three feet tall, with slim, dark green bodies, large round heads filled with small pointed teeth, small red, yellow, or orange eyes, small noses, and large leathery bat like ears.

    The Sahra'a Afreet people consist of several tribes united several generations ago by the warchief Kil'Kit of the Gnashmaul tribe. He was the one who codified the terms of succession, stating that whoever kills the Gnashmaul chieftain in single combat gains the rank of chieftain and becomes the ruler of all the Sahra'a Afreet. If by some stroke of fate the chieftain dies of natural causes the great dune will be evacuated and used as an arena for a grand melee to the death to determine the new chieftain.

    It is believed that the reason the Afreet surrendered to Guilderene rule in the end is because of the Battle of the Dunes, where Guilderene Prince Inigo slayed the Gnashmaul chieftain by single combat. It was due to this action on his part, when cornered in the Great Dunes, that led to the peaceful end to Sah'ra's inclusion in the Guilderene Expanse. Interestingly, this means that Sah'ra does not consider itself loyal to Humperdink, instead following Inigo's commands. For now, this is the same as his father's will, but it may not always be so.


    Spoiler: Resources
    Show
    The Sahra'a has very little in the way of resources due to its lifeless harsh lands but it does have a [Good] amount of Lacertals. Lacertals are massive burrowing lizards with long, hooked, tongues filled with poison. They lie beneath the sand, waiting for the smell of prey, before bursting out to chase and devour the hapless creature... or person. The Afreet use Lacertals for food, despite the fact that their meat is poisonous to any who have not fed on them from birth. Their most common use is to be tamed and used as mounts.

    Lacertals, when captured or homebred, can be skinned for a ludicrous quantity of their sandy, flexible, and tough skin. This has led Guilderene trading princes to create a business of exporting a [Good] quantity of Leather.

    The Sahra'a Afreet have one other [Good] resource available which they have invented and manufactured called Lacertal Milk. It is brewed from pure Lacertal venom and the mashed roots of the few indigenous plants of the region. In fact, the poison is so strong, that it cannot be placed into ordinary containers until a
    diluting agent is added. When it is highly diluted (a rare thing indeed in Sah'ra, without water) Lacertal Milk causes muscle stiffness and severe hallucinations. Large doses attack the nervous system, preventing its targets from moving, and inducing hysteria.

    There is little that the Sahra'a Afreet need more than fresh water. The desert has small pockets of water buried underground barley enough to sustain the Afreet population water and other [Beverages] are the most valuable resource in the Sahra'a.



    Spoiler: Religion
    Show
    The Sahra'a Afreet are very superstitious believing that writing is an evil magic that will steal the words from there writer or reader. Anything perceived as magic is considered evil to the Afreet. The Afreet often worship fire and other natural occurrences.



    Frontier Colony or Frontier Territory
    Region 84, SamBurke

    Region Details

    Spoiler: Terrain
    Show

    The terrain of Frontier is largely flat and desolate, its wide and rolling plains intersected by a few majestic, thundering rivers and creeks. These rapids burst into flood during the rainy season, and have carved out grand Canyons across the landscape, often reaching a half a mile deep, and many more miles long. Even long after the rivers themselves may have dried up, there are rock formations, mesas and plateaus.

    The largest of these, Dead Man's Gulch is so massive that it has a canyon hidden inside its apex. The four-mile long almost sheer side of Gulch's mesa is a common place to shelter cattle, scrawl graffiti, or even dig mines.

    Those last are another notable feature of Frontier. [Abandoned Mines] litter the countryside, dangerous, old, and often about to collapse. Since the most lucrative and easy mining for gold or goldfire is always at the surface, there are hundreds of shallow mines scattered across the territory.


    Spoiler: People
    Show

    The men (and occasionally women) of Frontier are some of the wildest lot you'll see on this side of the drink. They smoke, cuss, gamble, shoot, booze, and dance like no one else in the world could possibly try... well, at least, that's what they thought, until the day that Guilderene sailors rolled into town.

    They're a tough and hardy lot, always going off and staking new claims on their own, living quiet lives punctuated and livened up by a few raucous binges now and again, in the towns or wherever they can find some "entertainment."

    This is not to say that Frontier is an uncivilized place... which, incidentally, it is. Instead, it is to say that Frontier is a land populated by a people suited precisely for its life. Those who seek anything but adventure and wilderness will not find it in Frontier. But the people want nothing else but adventure and wilderness, and so are perfectly suited.


    Spoiler: Religion
    Show

    Frontier's worship is not centralized at all. They have little wood-plank "temples" and "churches" with steeples and all, but little regard for them. The people of Frontier live in a rough-and-tumble lifestyle, and they let it take them over. Just surviving the incursion of Lacertals or other reptiles from land, earth, or sky, is more than enough to keep their eyes off of their hearts.

    There is hope for a revival though. Tent meetings have swept through Frontier like wildfire before.

    [Majority] None
    [Minority] Pagan "gods" of money.


    Spoiler: Resources
    Show

    Resources: Frontier's wide, flat mesas are full of the strangest deposits, littered in the ground and filling its rare streams. Its rocky ground makes the perfect home for ores of all sorts, often used decoratively just as mined. However, their main exports are famously [Gold], a metal as radiant as the sun and as malleable as the hearts of men, as well as [Goldfire]. Goldfire is an odd metal-like substance, yellow just as gold, and found in many of the same places. However, when broken down or mixed together, its powers grow dangerously. Goldfire cannot be used for forming objects. Instead, it accelerates the energy of reactions. When mixed with a torch, it becomes a beacon; with a campfire it becomes an pyre, with a kettle Goldfire makes an explosion. It is believed to be a type of Sulfur, but its properties are far more powerful, and far more strange. Campfire stories say it fell from the scales of Thunder Dragons from far away north, in Maos.

    Sadly for Frontier, its rocky outcroppings of ores offer little to no protection from the shade. For them, they desperately need [Cooling Items]. Without ice from the north, most meat that's out in the open begins to grow foul within a day, sometimes even a few hours.
    Imports:

    Good: Gold
    Good: Goldfire
    Import: Cooling/Refreshing Items



    3


    The Clanships
    Region 83

    Spoiler: Terrain
    Show

    The Clanships are a harsh, twilight region of strange happenings. One can enter a forest, and leave from a mountain, or enter a mountainside cave, to emerge in a swamp far below. While there is no proof of supernatural forces, all of the clans have three hallowed grounds where they do not travel.

    The Twilight Forest. The Twilight Forest is one of the most revered places for the shamans to go, but only they may pass without change. It is said that the greatest Clansmen poets have all spent many years in the forest, because entering its threshold means becoming a new person.

    The trees move and shift, a few inches to the right or left at the outside of the forest. However, as one reaches further inwards, the bark always seems to be moving. Never whilst you look at it, never while you think about it, but always directly behind you. Sometimes, trees will seem to "follow" folk walking through, though these tales are like unto madness, for all of the trees look exactly the same.

    Worse still are the beasts which reside there--or might. No one has actually seen the cryptids rumored to devour prey, but every child can see them in their nightmares. Isn't that proof enough?

    The Darksiding. A massive mountain, called Adam's Scream, looms at the far Western edge of the clanships, a monstrosity that seems to travel straight up in front of the setting sun, and by just after mid-day, any travelers nearby begin walking in shade. By the time a normal night has fallen, those in the Darksiding are groping through a blackness like pitch, or blinded eyes.

    Here, again, there is no proof of life. No tribe is daft enough to live there, and no traveler moves through. No creatures have been brought back, nor any plants seen to grow. The Darksiding is bitterly cold, too, with a sweeping wind falling from the peak of the mountain, and a chill in the bones no matter the weather.

    Part of what impressed the Clanships about their new liege-lords was, in fact, their traversal of this area. The Guilderene colonists walked through, mapping out the area with golden lights, which are visible from miles away throughout the Darksiding. But, despite the wonders of these new men from the West, the lights aren't... always there. Every now and again, they blink out, sometimes for an hour at a time. Then they light again, as if nothing had changed.

    The Gelded Halls. These are the halls of the Ancient Clans, and none may enter, save them. There is no way into the halls. There are none alive. There is no way into the halls. None of the past remain. There is no way into the halls. None of the Ancient are buried there. None shall return. Why?

    There is no way into the Gelded Halls.



    Spoiler: Religion
    Show

    The Clanships is a region with a long history of religions, but in a very free-form, independent sense. There is no "organized" religion as such: instead, each man, woman, and child lives their life by a "Mantra" or code. For the Zahn, this is Peace, leading them to prepare for war. For the Cimbran, this is Weakness, leading them to build walls and cities. For the Chanaw, this is Leisure, leading them to spend their lives working. Finally, for the Iahbar, this is Unity, leading them to divide themselves, traveling amongst the other Clans to preach dissenting words.

    Many of those coming from the outside --especially Guilderenes, who are fairly straightforward, especially as religion goes-- are confused by this system. How can one believe and act the opposite? Part of it is that a person's Mantra is a personal illustration of a clan's belief. Part of it is that a Mantra represents both a positive and a negative stance in the world: both a desire and an avoidance. Part of it, also, is that the people of the Clanships do not seem to view the world as something which can be approached in the straight lines of a balance sheet. Interesting indeed.


    Spoiler: People
    Show

    The Clanships are, conveniently enough, made up of clans. The four surviving clans are known as the Zahn, the Cimbran, the Chanaw, and the Iahbar. These each cohabitate and take control over various facets of life, depending on their values. Each of these clans has a different highest "Mantra" (see religions) and this is what created their division.

    -Zahn. Most powerful clan currently, but semi-nomadic. They travel around in hordes to deal with problems internally and keep the peace. Their mantra is "Peace", and this desire to see a world eventually developed into a place that they need not exist. Thus, the Zahn will often train others in certain of their martial arts, especially those focused on negating attacks.

    Since the Zahn have done the most wandering, their maps are the most complete, but, equally, they understand the least. Even their central high command, where copies of every explorer's travels are kept, can barely piece together two thirds of the land they call theirs. Even with explorers who have traveled every supposed inch of the territory, there seem to be... blind spots.

    -Cimbran. Warlike, living in high towers and defensive structures. They fight with each other, but often gather other tribes of the clans around them, under their protection. Interestingly enough, they are the ones with the most artists. Partly this is because they spend much of their time in one place, thus turning to the intellectual pursuits. However, their mantra of "Weakness" is also a part: they value those who do not grant strength to the community, but wisdom and soul.

    The Cimbran dwell closest to the ruins of the Gelding past, and often find that their tools are not enough to cut the stone of their home. Even with the help of an Iahbar blessing, some of their cities have been abandoned. That, however, was long ago, and is scarcely of interest to any save the most doddering of sages.

    -Chanaw. They're the peaceful ones, renowned for their hard work and devotion to completing a task. "When a Chanaw gets to work," or so the saying goes, "you're only ever going to talk to him in a coffin." The Chanaw usually live in set areas, though they send out merchants and monks to other areas often enough. The Chanaw's mantra is "Leisure", which is part of their phrenetic motivation. Just as they work hard, Chanaw settlements celebrate with large, ornate festivals and organized feasts.

    It is said that the first Chanaw, a man named Alahn, was once an Iahbar, but saw something in a vision that changed his perspective. They have many sayings passed down from Alahn, many of which remain uninterpreted to this day.

    -Iahbar. The priests, shamans, and spiritual guides. In some communities, they are greatly revered, having a special tower all to their own near the gates of the town. In others, their extreme dedication and presumption of "ruling" all the clans' beliefs causes them to be cast out. Because of this, they often go in disguise; groups of merchants and travelers are considered to be bad luck by many because of Iahbar caravans. Currently, they are the only clan with the ability to use shaping-wood, which greatly helps their disguise. Because of their mantra of "Unity", they proclaim their messages all the harder, despite the division it causes.

    There are dangers to the life of the Iahbar: wearing the Shaping-wood for too long can cause it to bond more and more with the wearer's flesh. Some have reported that the more exposure one has to Shaping wood, the more a person becomes feral. They shed clothing, abhor company, and by the end, run to the Twilight, and merge with the spirits of the land. Of course, that's just the story, because no one has actually seen that happen. That is recorded. And surviving. And widely known.


    Spoiler: Resources
    Show

    -Shaping Wood (Good): A species of leafless trees grows throughout the Clanships, often forming the lone landmarks on its landscapes. These trees, if carefully grown and trimmed, if watched for their whole life, will eventually shed long, thin, skewers. When slid underneath skin, its natural sap seals wounds, and can be used to stretch, break, and reform those materials. Similarly, when woven into a mask and held over a portion of a victim's face, that portion will begin to merge with it.

    Given proper training, and a long period of careful movement, this subdermal wood structure can be bent, forming new strength or faces. Sometimes, this is used for tribal piercings and show, though the Iahbar are rumored to use it to re-form their face for a disguise...

    -Black Cake (Good): Perhaps the only easily-transferable thing in the Clanships is their fantastic black cakes, which, when properly re-hydrated, are moist and delicious delicacies. The Chanaw spend hours on each cake, carefully guiding it through the process of baking and forming, before drying it out to be saved for a later day.
    Last edited by SamBurke; 2014-12-26 at 10:08 AM.
    James/TheDoge Avatar by Ceika!

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    Quote Originally Posted by TravelLog View Post
    Quote Originally Posted by SamBurke View Post
    *snip* ...Hands down the funniest class critique ever... *snip*
    I cannot tell you the number of times I laughed while reading this.

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  7. - Top - End - #7
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    Default Re: Empire! The Lands of Telluris (the fluff beyond the crunch)

    The Tzaltec Empire
    TheDarkDM

    __

    Xiuhtlatec Nezetkhamun

    Diplomacy: 10
    Military: 10
    Curiosity: 10
    Faith: 10

    Teotlkan Senusret III

    Current Stats [Round 29]:
    Diplomacy: 10
    Military: 10
    Curiosity: 5
    Faith: 7
    Luck: 5

    Original Stats:
    Diplomacy: 3 (+7)
    Military: 5 (+5)
    Curiosity: 4 (+1)
    Faith: 6 (+1)
    Luck: 5 (+0)


    Population: 3,854,000

    Spoiler: Religion
    Show
    The central tenets of the Tzaltec religion revolve around the belief in four primal elemental dragons, each of which is believed to have shaped some fundamental aspect of the world. However, until recently only Tzetultep was personofied beyond a raw elemental force. The elemental dragon of earth and fire, Tzetultep is believed to have formed the first humans (the Tzaltec) from primordial clay, while at the same time inadvertently giving birth to the other races of man. He (for Tzetultep has been regarded as a male force since before recorded history) is the source from which the Tzalteca derive their right to rule, and it is his blood that is believed to flow through the Teotlkan. It is for this reason that the Teotlkan and their family are viewed as "Blood of the Dragon", blessed with divine insight. Tzetultep himself is believed to have ascended to the heavens and become the sun after creating life on earth, and thus Tzalteca religious events are primarily based on solar events. These events are always marked by human sacrifice, usually drawn from a class of slaves raised by the priesthood for the sole purpose of giving their lives to Tzetultep. Membership in this caste is considered a great honor, and sacrificial slaves are almost as respected as a true Tzaltec.

    With the expansion of the Tzalteca beyond the confines of their home region, they have encountered differing faiths of immense strength for the first time. However, rather than falter at the existence of other divines, the Tzaltec priesthood as appropriated many foreign religions and incorporated them into the mythos of the Dragon Gods. Yphine is recognized as the elemental dragon of Air, for example, while the Silver Lady is seen as a lesser aspect of the elemental dragon of water respectively. The BUrning Avatar prestns a unique conundrum, but modern Tzaltec dogma accepts it as a lesser aspect of Tzetultep deprived of much of his potency. This elasticity makes the dragon cult remarkably resistant to the proven miracles of other, competing religions. After all, ignorance does not preclude the blessings of one of the great dragons.

    Spoiler: Government
    Show
    The Tzalteca are organized primarily in a theocratic monarchy, with the Teotlkan regarded as the living incarnation of Tzetultep's will. The bureaucracy and the priesthood is thus very difficult to distinguish. The monarch is advised by the Circle of Twelve, a collection of twelve officials drawn from the military, the priesthood, and the artisans. The four representatives are elected by their respective peers, and serve for life.

    Spoiler: Tzaltec Succession
    Show
    It is a truism in Tzalteclan that the blood of the dragon does not marry. While common Tzalteca engage in monogamous relationships, the Teotlkan is expected to maintain a harem of consorts drawn from the most esteemed houses of Tzalteclan. This, in turn, makes the idea of a direct hereditary succession something of a nightmare. Accordingly, the road to becoming Teotlkan is somewhat more involved.

    Throughout the life of a Teotlkan, it is their duty to test their children, in both mind and body. These children are provided the finest tutors in the known world, and recieve an education ranging from Tzaltec law to civil engineering to military strategy. These tutors, in turn, report the gifted to the Teotlkan, and if they are very lucky they are named tlapepentli. Once so named, these individuals rise substantially in the hierarchy of the empire, and they work fiercely to maintain their status.

    When the time comes for the Teotlkan to pass on, whether by unexpected disaster or the conscious decision of the aging Teotlkan, the tlapepentli are gathered together. They are sent into the jungle with naught but what they can carry, with a single mission - to return with the grandest prize within one week. The nature of the prize is intentionally open-ended, the better to foster creativity, and at the end of the challenge the surviving tlapepentli are judged by the Twelve. The winner ascends to become the new Teotlkan, invested with all the powers of a god, while the surviving losers are either eliminated by their paranoid sibling or given positions of authority within the empire.

    Spoiler: Technologies
    Show
    The Tzaltec Empire possesses:
    • Ocean-Faring Ships
    • Plate Armor
    • Tzaltec Fire
    • Black Powder
    • Hovercrafts
    • Clockwork
    • Ultralight Materials
    • Prosthetic Limbs
    • Printing Press
    • Advanced Lenses
    • Magnets
    • Sewage Systems
    • Kralax-Riding
    • Berunda-Riding
    • Pitch
    • Raaneki Diplomacy
    • Zepplins
    • Griffon Riding
    • Medicine


    Spoiler: Tzaltec Fire
    Show
    Resource Requirements: Dragon's Blood, Goldfire (pending an answer to the above question), lack of conscience
    Effect: +2 to Military Rolls

    By combining raw Dragon's Blood with powdered Goldfire and a host of minor alchemical ingredients, the Tzaltec priests have discovered Tzaltec Fire. A liquid so deeply red as to be almost black, in its dormant state Tzaltec Fire has the consistency of thick syrup. Due to this, one might think it to be relatively stable, but the opposite is true. Any impact more severe than being poured a few inches will excite the Goldfire speckled through the liquid, igniting it into a hellish inferno (assuming the presence of an oxidizer). Fueled by its own liquid mass, Tzaltec fire burns black and as hot as a blacksmith's crucible. Though sticky, the substance regains some of its liquid nature once afire, allowing it to spatter the area around a blaze and set an even greater area alight. Water has little effect on the flame, unless the substance is completely immersed. In such cases, it will either drown immediately or float to the surface and burn until it has consumed itself. Burial in earth can also extinguish it, but such methods are rarely close at hand. If allowed to burn unimpeded, Tzaltec fire burns through whatever it touches, be it wood, metal, or flesh, igniting surrounding flammable materials and burrowing ever deeper into whatever surface it sits upon. The sole material that can withstand Tzaltec fire with no ill effects appears to be obsidian, which the substance flows across like water without leaving so much as a scar.

    Spoiler: Tactics
    Show
    Winning Tactic (Mountains)


    Tzalteclan (#86)

    Region Details
    Population: 950,000 [Including +22,000 Population Growth, -3,000 Holy War pre-boom; +10,000 post-boom]
    Military: 3 Land, 2 Naval

    Spoiler: Terrain
    Show
    Tzalteclan is a coastal region nestled in the remains of a long-extinct supervolcano. The caldera serves as a large natural bay, known as the Bay of Stars for the quartz infused black sand that coats the floor. The bay is encircled by barrier cliffs called the Walls of Enlightenment, and is only accessible via a comparatively narrow inlet. Past the bay, the interior of the region is thick jungle fed by a twisting, crocodile infested river. However, a columnar basalt plateau rises near the bay, and this is where the Tzalteca have established their capital city of Tzalteclan. The majority of the Tzalteca live on the plateau, working farmland that has been carved out of the surrounding jungle and fishing the Bay of Stars to support their burgeoning population.

    Spoiler: People
    Show
    The Tzalteca are a breed of human that has long dominated the area. Predominantly bronze skinned and black haired, they stand around six feet tall on average with a proud bearing. The Tzalteca believe themselves to be descended from the great dragon Tzetultep, who tore the earth asunder and forged them from fire and mud. The other races of man sprouted forth from the light cast by the birth of the Tzalteca, making them forever inferior to the blood of the dragon. This endemic sense of superiority colors all Tzalteca interactions, and explains the deep hypocrisy inherent in their society.

    Among the Tzalteca, men and women are regarded as equals. Women can own and inherit property, and serve in the military, the government, and the priesthood. Meanwhile, members of other tribes are fit only for enslavement, and are often regarded in the same way as one might a favored dog. This rarely manifests as malice - rather, the Tzalteca see it as their duty to guide and safeguard lesser beings. The desires of these "lesser beings" are rarely taken into consideration.

    Spoiler: Resources
    Show
    The mountains surrounding Tzalteclan are rich in precious minerals, gold chief among them. While they also provide an ample supply of more common metals, most importantly iron. However, the most important resource of the Tzalteca, and the backbone of their society, are slaves. Culled from the less advanced tribes in the interior, Tzalteca slaves are owned by the state, and are assigned tasks according to their abilities. These range from menial laborers in the farms and mines to bureaucrats in the government and the priesthood, and each is marked with a facial tattoo denoting their rank and position. Harming a slave is seen as the destruction of government property, and is swiftly punished. It is even possible, through great effort, for slaves to be recognized as mahurat, or ascended ones, and be granted their freedom and full citizenship. Meanwhile, slaves who are recalcitrant or disobedient are sentenced to imprisonment in the Walls of Enlightenment. Shallow cells have been dug into the cliff side, exposing slaves to the elements and the ceaseless crash of waves on the rocks below. It rarely takes more than a few weeks of such treatment for them to accept their fate.

    With the arrival of foreigners from across the sea, stories have begun to circulate of vast herds of docile animals useful in both farming and for food, leading to a demand for draft animals. Already the Council of Twelve is pressuring the God King to arrange for trade with one of the lesser nations, and it seems inevitable that Tzalteca gold will soon be on offer.

    Spoiler: Dragon's Blood
    Show
    Discovered in the deep jungle of Tzalteclan, Dragon's Blood is a deep red liquid that bubbles from the ground, most commonly in the cave networks that pepper the region's rocky interior. Warm to the touch, Dragon's Blood is both extremely flammable and extremely long lasting. Burning with a deep red flame, it produces black, coppery smoke in its natural form. However, if refined it becomes far less noxious and has a number of uses.

    Spoiler: Trade
    Show
    GOLD (1/3 USED)
    • Cattle - Calorum

    SLAVES (2/3 USED)
    • True Ice - Sympolemou
    • Coal - Glazfell Hegemony

    IRON (2/3 USED)
    • Fulfilling Resource Requirement - Elomaoli
    • Fulfilling Resource Requirement - Axiquahitl

    DRAGON'S BLOOD (3/3 USED)
    1. Plate Armor and Ocean Faring Ships Technologies - Glazfell
    2. Poison - Guilder
    3. Cedar Wood - Bordeaux


    Spoiler: Great Projects
    Show
    The Gates of Nezetkhamun
    A project intended to safeguard the Bay of Stars from foreign aggressors, the Gates of Nezetkhamun are a pair of massive cylindrical fortresses carved into the cliffs that border the bay's inlet. Built upon a foundation of sunken gravel, the exterior walls arc outwards from the cliff face to a distance of eighty feet, narrowing the channel to less than one thousand feet wide. The bottom fifty feet that rise above sea level boast walls twenty feet thick, pierced by a lone tunnel barely three feet in diameter. These tunnels hold the underwater chain that connects the two fortresses, and can be raised to prevent access to the bay proper. Despite its height, this portion of both fortresses contain only four stories, due to the first ten feet above sea level being solid stone. The lowest of these stories holds the winch room, while the second is a fortified hall containing the fortresses' entry point and the third and fourth are the rooms of the garrison. The three stories above those feature much thinner walls, scarcely eight feet thick, but those are riddled with alcoves holding ballistae and arrow slits. Their interiors are occupied by vast armories. However, for their impressive size the real wonder of the Gates rests above the them. Mounted on the roofs of both fortresses are a pair of towering stone statues, rising almost one hundred feet into the air. The right statue is set to bear the likeness of Nezetkhamun when complete, while the left will bear the face of his predecessor.



    Elomaoli (#87)

    Region Details
    Population: 505,000 [Including +10,000 Population Growth pre-boom; +5,000 post-boom]
    Military: 2 Land

    Spoiler: Terrain
    Show
    Elomaoli's north is dominated by the same thick jungle that covers Tzalteclan. However, the jungle begins to thin halfway down the coast, eventually giving way to lush plains atop gently rolling hills. It is this open area, and to a lesser extent the jungle edge, that the people of Elomaoli chose to make their homes, relying on the plentiful timber and rich soil to support themselves. While some of these tribes supplement their diet with fishing, the majority of the coast is blocked by sheer cliffs in the south and volcanic mountain ranges to the north.

    Spoiler: People
    Show
    People of lean stature and very bright eyes, the Elo retain traces of their hunter culture even now that their society is firmly agricultural. Endurance running is both apoint of pride and a measure of maturity, and it is rare for settlements in the area to lack for fresh meat. With the arrival of the Tzalteca, the Elo find themselves unified under a central government for the first time, and while many look askance at the slaves of the Tzalteca, the benefits of membership in the empire outweigh any misgivings.

    Spoiler: Resources
    Show
    The southern fields of Elomaoli are extensively cultivated, and rich in corn. In addition, the volcanic mountains ringing the northern coast are rife with the strange metal known as goldfire. Sadly, any iron veins are located in areas too unstable to exploit, consigning the people to work with substandard.

    Spoiler: Trade
    Show
    CORN (1/3 USED)
    • Fulfilling Resource Requirement - Nezetkharras

    GOLDFIRE (1/3 USED)
    • Cavorite - Glazfell




    Amocuallan (#85)

    Region Details
    Population: 906,000 [Including +2,000 Population Growth, -1,000 Military Losses pre-boom; +6,000 post-boom]
    Military: 4 Land

    Spoiler: Terrain
    Show
    The southern jungles quickly give way to savanna the further north one travels in Amocuallan, until becoming arid plains at the extreme edges of the region. Scattered throughout the savanna are stands of broad-trunked black trees, their deep blue leaves weeping thick sap almost constantly. These trees, known as Iceheart trees by the inhabitants, are the source of the regions unique ngath philungf, and are the focal point around which settlements are established. While there is very little in the way of flowing water, there are numerous watering holes and oases dotting the plains, the largest of which serve as the permanent homes for the regions frightful turtles.

    Spoiler: People
    Show
    Termed the Cuallan by Tzaltec explorers, the people of Amocuallan have been forever changed by their constant exposure to the ngath philungf and the Iceheart trees that spawn it. Their skin is universally shades of grey, ranging from slate to absolute black. While their general shape is human, they stand almost six and a half feet tall on average, and have parallel lines of stubby horns growing from above their eyebrows that continue to the midpoint of their heads. The eyes of the Cuallan are universally icy blue, in both iris and sclera, while their hair is most commonly shock white. Despite this fearsome appearance, however, Cuallan society is little different from other human tribes in the region, though physical violence is a more common means of resolving disputes.

    Spoiler: Resources
    Show
    The Iceheart trees of Amocuallan constantly produce ngath philungf, a potent painkiller that possesses other properties. Areas treated with ngath philungf are rendered totally numb, allowing even the most extreme of medical procedures without causing any discomfort. However, when ingested this anesthetic potency is diluted throughout the whole body, making ngath philungf a potent narcotic.

    In addition, Amocuallan is notable for its roaring turtles, massive shelled beasts the size of rhinoceroses. Fiercely territorial, they take their name from their warning cries, bellowing screeches that carry across the empty plains. Despite their aggression, the Cuallan have managed to domesticate a number of them, using them as draft animals and, rarely, as beasts of war.

    Due to its position on the plains, Amocuallan lacks stone of any quality with which to build the structures expected of the Tzlatec Empire.

    Spoiler: Trade
    Show
    NGATH PHILUNGF (0/3 USED)

    ROARING TURTLES (1/3 USED)
    • Fulfilling Resource Requirement - Tzalteclan



    Nezetkharras (#106)

    Region Details
    Population: 462,000 [Including +12,000 post-boom]
    Military: 3 Land

    Spoiler: Terrain
    Show
    The lands to the east of Amocuallan mark the end of the verdant southlands of the eastern continent, as the earth cracks like broken glass into jagged cliffs and tumbledown peaks. Though it is but a prelude to the true range that marks the end of the known world, the Razor Peaks are still a formidable obstacle to travel, a fact that greatly complicated the Tzaltec invasion of 431. To this day, the mountains remain an impediment, though their jagged passes have been expanded through forced orcish labor and proper roads now lead to the region's capital.

    The Capital, which shares a name with the region, was raised in the ruins of the orc citadel that was destroyed during the war with the Tzalteca. The orc citadel, its name lost to history, was carved into the side of one of the Razor Peaks' most imposing mountains, and in its place is a massive crater, a cave burned from solid rock with cannon and Tzaltec fire. The new construction is a jarring shift, its buildings secure masonry painted red, its streets broad and airy. The outer walls still bear the iron crosses that crucified the last remnants of orcish resistance, and the flags that ripple in the mountain wind send a clear signal of Tzaltec dominance. Despite its grizzly foundations, it plays host to more than ten thousand subjugated orcs, and is a city of vast industry, where the precious gold of the mountains is brought to be smelted and shaped.

    At the base of the mountain that holds Nezetkharras lies the one true marvel of the region, a lake of rippling fire with neither apparent source nor fuel. The Livefire Font was once the center of religious life for the orcs of the region, and is now the subject of extensive study by Tzaltec priests and scientists. The unique properties of Livefire promise to be of great use to the empire, and a more permanent fortress-laboratory is being erected to best exploit the unique resource.

    Spoiler: People
    Show
    The land that would become Nezetkharras was once home to more than one hundred thousand orcs, possessed of a warlike spirit and a lust for conquest. Appropriate, as they stand six feet tall on average, with dark mustard skin and grey eyes, making them a physically formidable race. Though their armies were broken by the might of the Glazfell, they remained defiant as the Tzalteca marched on their strongholds. They were confident that they would outlast any siege, that aid would arrive from the other orc strongholds of the mountains. They expected diplomacy, hesitation, and curiosity. Put simply, they did not understand the Tzaltec.

    When the last of its armies was crushed, the orcs retreated to their mountain fastness, leaving only a narrow stone bridge for the Tzaltec to attack over. But rather than charging the gates or sending emissaries, the Tzaltec simply surrounded the mountain fortress and began their bombardment. Iron balls launched from bombards tore through the orcs walls, leaving holes for the trebuchet-launched orbs of Tzaltec fire to ignite the inner rooms. This bombardment proceeded unabated for more then three months, driving the orcs deeper and deeper underground, destroying their stores of food and water even as it claimed the lives of thousands. Eventually, their citadel had been reduced to naught but the foundations and the deepest dungeons, and they were forced to surrender. They were herded into camps, forced to reveal the location of the lesser villages throughout the region, but still they remained defiant. That was when the Teotlkan gave the order to decimate the population. In the space of a week, one out of every ten orcish men and women were put to the sword, their bodies dumped ignominiously in mass graves. Every orcish child was ripped from the arms of their mothers, relocated to massive Tzaltec work camps where every shred of their culture was stripped from them over a decade. A resistance sprang up, as was inevitable, and was met by even greater brutality on the part of the province's military government. Between the years 433 and 437, it is estimated that no less than eighteen thousand orcs were captured, tortured, and crucified. The rest were ground under the iron boot of Tzaltec slavery, forced to mine the rich gold deposits beneath the mountains for the pleasure of distant Tzalteclan. By the time the region was firmly under Tzaltec control, only forty-five thousand orcs remained, most of them from a generation that knew nothing but Tzaltec dominance.

    Today, Nezetkharras remains a slave-state, its population bred to serve and to die at the whims of the Teotlkan. Unlike the generational slaves of Tzalteclan, which are treated as befits livestock or favored pets, the orcs of Nezetkharras are attack dogs, taught to be fiercely loyal to Tzalteclan and allowed to bear arms as part of fanatical infantry units.

    Spoiler: Resources
    Show
    Tzaltec prospectors discovered rich veins of Gold within the Razor Peaks of Nezetkharras, and wasted little time in putting the orcs to work in vast and dangerous mine pits. Still, the greatest discovery in the region was the vast supply of Creeping Livefire. However, the near genocide of the initial invasion and shift towards industrialization has left very few orcs to tend to the business of gathering Food, making that a top priority.

    Spoiler: Trade
    Show
    GOLD (0/3 USED)

    CREEPING LIVEFIRE (0/6 USED)

    Spoiler: Creeping Livefire
    Show
    Neither truly flame nor truly magma, livefire bridges the gap between the two, an ever burning liquid that flows like water. That alone would be enough to label it a curiosity, but livefire is made so much more by its other properties - whether due to the violence that surrounded it or the murderous actions of the Tzaltec, livefire hums with the ghosts of the dead, trapping some faint thread of the soul in its fiery blaze. The whispers of thousands of voices can be heard in the livefire's roar, and it reacts to the presence of living beings. More than that, it reacts to their emotions, and seems to project that reaction onto mundane fire that is close enough to it. More research is needed to unlock the full potential of these properties, but the highest echelons of the Tzaltec government are keeping a close eye of their newest region.



    Oztotla (#104)

    Region Details
    Population: 573,000 [Including +3,000 post-boom]
    Military: None

    Spoiler: Terrain
    Show
    The western edge of Oztotla marks the end of the southern jungle, as the trees thin and the ground rises into foothills. This rolling landscape, the Black Hills makes up the bulk of the region's land, and takes its name from the rich black soil that covers it. It is on these hills that the native people carved their terraced communities and grew the region's native staple, potatoes.

    Further east, the land continues to rise, eventually transitioning from hills into the mountains of the Earth Spine, the range that continues north and south to the edges of the continent. The mountains are nigh-impassable, with only a few jagged passes providing a route further into the range.

    The the majority of the mountains remain unexplored, a single region is well traveled by the native peoples. This collection of peaks stretches further west than the others, a finger of towering rock that is laced through with natural caverns and canyons. The sound of the wind passing through the various openings produces a ceaseless cry that carries for miles. The local people believed their gods to reside there, and called the holy site the Wailing Labyrinth.

    Spoiler: People
    Show
    The people of Oztotla, who called themselves the Azoca before their integration into the empire, are short for humans, with men averaging only five feet six inches and women two inches below that. They are a ruddy complexioned people, exposure to the elements having deeply weathered the faces of most adults. Absent any appreciable building material, they largely contented themselves with huts dug into their native hills, the better to preserve their scarce supplies of lumber for roofs only. Their rich supply of stone ensured these recessed dwellings were well insulated, and turned their communities into collections of grass-covered mounds surrounded by stone fences. Needless to say, the Tzalteca had little difficulty in swaying them to join the empire. Prior to their annexation, they worshiped the spirits of the air, and while the Cult of the Dragon grows in prominence there remain many holdouts.

    Spoiler: Resources
    Show
    The soil of Oztotla lends itself well to the cultivation of Potatoes, so much so that a bumper crop is the rule rather than the exception. In addition, the clearing of terraces for their crops and the nearby mountains ensure a ready supply of Stone, and indeed the regions largest settlements are built around quarries.

    Sadly, the scrubland that covers the hills holds few trees, making Wood a luxury few can afford. Indeed, prior to their acceptance into the empire a pallet of wood for a roof was considered a generous dowry.

    Spoiler: Trade
    Show
    Potatoes (0/3 USED)

    Stone (1/3 USED)
    • Fulfilling Resource Requirement - Amocuallan




    Axiquahitl (#102)

    Region Details
    Population: 458,000 [Including +8,000 post-boom]
    Military: 1 Land

    Spoiler: Terrain
    Show
    East of Elomaoli, the verdant hills grow progressively more wild, becoming tangled highlands on which grow a towering redwood forest that has stood since time immemorial. Dead trees on the periphery suggest it endured even the Cataclysm, and on its discovery Tzaltec explorers christened it the Progenitor Forest. Beneath those towering boughs, an abundance of life flourishes.

    Eventually, though, the forest ends. The ground becomes rocky and jagged, and the hills rise sharply to join the southern expanse of the Earth Spine. It is in these mountains that the largest mountain in the range sits, and in defiance of its local name Tzaltec maps mark it as Mount Nezetkhamun.

    Spoiler: People
    Show
    The native people of Axiquahitl were never properly identified before their integration into the empire. Living in the boughs of the larger redwoods, they concealed their faces behind pained wood masks and considered the trees themselves to be holy. They therefore reacted poorly with the initial team of Tzalteca surveyors took cuttings from a living tree. The surveyor camp was attacked, and despite the natives' lack of iron weapons they inflicted several casualties and forced the expedition to flee to the safety of Elomaoli. However, this only strengthened the Tzaltec commitment to integrating the region.

    A second survey team was sent, this one accompanied by a detachment of Tzaltec regulars equipped with Tzaltec fire. As soon as they entered the forest, they sought out the nearest native village and brokenly informed them through a translator that they had called down the wrath of heaven. Then, with only a few fist-sized jars, they set the village ablaze.

    While the natives were well acquainted with the occasional forest fire, the speed and ferocity of the Tzaltec weapon took them completely by surprise. As the survey team watched from a safe distance, the natives fought desperately to save their homes and their sacred tree, and were eventually reduced to tearfully chopping off burning limbs. Eventually the fire died out, but not before half the village was dead and their home was gutted. The survivors were allowed to flee to other villages, carrying a message from the Tzaltec: submit, or suffer the same fate. Faced with a power they did not understand, a council of village elders came together and surrendered to the leader of the expedition.

    Reorganization of the region followed swiftly. While the largest settlements were allowed to remain untouched, smaller settlements were evacuated from their homes and consolidated into Tzaltec communities, forced to begin logging select sections of the forest to feed far-off Tzalteclan's lust for timber.

    Spoiler: Resources
    Show
    The vast forest that spans much of Axiquahitl proves an almost inexhaustible supply of Wood, the only obstacle being the locals' continued reverence of the trees. In addition, the Progenitor Forest is the home of a unique form of fungus. Semi-sentient, this Predator Fungus serves as a natural scavenger on the forest floor, spreading and devouring dead organic material of any kind. The natives have long used this fungus in their medicines, much as another culture might use maggots to clean away dead skin.

    However, due to its forest culture, Axiquahitl is devoid of smithing, making Iron, for all its uses, a virtual unknown.

    Spoiler: Trade
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    Predator Fungi (0/3 USED)

    Wood (1/3 USED)
    • Fulfilling Resource Requirement - Oztotla




    Maztpoala (#84)

    Region Details
    Population: 639,000
    Military: None

    Spoiler: Terrain
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    The terrain of Maztpoala is largely flat and desolate, its wide and rolling plains intersected by a few majestic, thundering rivers and creeks. These rapids burst into flood during the rainy season, and have carved out grand Canyons across the landscape, often reaching a half a mile deep, and many more miles long. Even long after the rivers themselves may have dried up, there are rock formations, mesas and plateaus.

    The largest of these, Dead Man's Gulch is so massive that it has a canyon hidden inside its apex. The four-mile long almost sheer side of Gulch's mesa is a common place to shelter cattle, scrawl graffiti, or even dig mines.

    Those last are another notable feature of Maztpoala. [Abandoned Mines] litter the countryside, dangerous, old, and often about to collapse. Since the most lucrative and easy mining for gold or goldfire is always at the surface, there are hundreds of shallow mines scattered across the territory.

    Spoiler: People
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    When it was the Frontier, the men (and occasionally women) were some of the wildest lot you'll see on this side of the drink. They smoked, cussed, gambled, shot, boozed, and danced like no one else in the world could possibly try... well, at least, that's what they thought, until the day that Guilderene sailors rolled into town. With their integration into the Tzaltec Empire, that anarchic frontier spirit has been somewhat repressed, replaced with a buzzing tension that is only released behind closed doors or during feast days.

    The Frontier was an uncivilized place. Now, as Maztpoala, it is a region in transition. Adventure in the wilderness is still there to be found, though the unknown becomes smaller every year through the actions of Tzaltec surveyors and engineers. Faced with this change, the remaining population of Maztpoala finds itself forced to change, though some still remain who resist. They know well enough, though, to resist quietly.

    Spoiler: Religion
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    Maztpoala's native worship is not centralized at all. They have little wood-plank "temples" and "churches" with steeples and all, but little regard for them. The people of Maztpoala live in a rough-and-tumble lifestyle, and they let it take them over. Just surviving the incursion of Lacertals or other reptiles from land, earth, or sky, is more than enough to keep their eyes off of their hearts.

    [Majority] None
    [Minority] Pagan "gods" of money.

    Spoiler: Resources
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    Resources: Maztpoala's wide, flat mesas are full of the strangest deposits, littered in the ground and filling its rare streams. Its rocky ground makes the perfect home for ores of all sorts, often used decoratively just as mined. However, their main exports are famously [Gold], a metal as radiant as the sun and as malleable as the hearts of men, as well as [Goldfire]. Goldfire is an odd metal-like substance, yellow just as gold, and found in many of the same places. However, when broken down or mixed together, its powers grow dangerously. Goldfire cannot be used for forming objects. Instead, it accelerates the energy of reactions. When mixed with a torch, it becomes a beacon; with a campfire it becomes an pyre, with a kettle Goldfire makes an explosion. It is believed to be a type of Sulfur, but its properties are far more powerful, and far more strange. Campfire stories say it fell from the scales of Thunder Dragons from far away north, in Maos.

    Sadly for Maztpoala, its rocky outcroppings of ores offer little to no protection from the shade. For them, they desperately need [Cooling Items]. Without ice from the north, most meat that's out in the open begins to grow foul within a day, sometimes even a few hours.
    Imports:

    Good: Gold
    Good: Goldfire
    Import: Cooling/Refreshing Items

    Spoiler: Trade
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    Gold (0/3 Used)

    Goldfire (0/3 Used)



    Nanacatlon (#101)

    Region Details
    Population: 765,000
    Military: None

    Spoiler: Terrain
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    Located in the southernmost edge of the Earth Spine, Nanacatlon is almost devoid of habitable land above ground. What little there is is located inside the Green Fingers, and array of valleys in the region's south that form the rough shape of a pair of hands reaching up into the mountains from the green lands of the coast. It is here where most of the hunting is conducted, but there are few settlements.

    The reason for this seemingly sparse population is the region's most notable feature, a vast array of catacombs and tunnels running through the mountains from sea level almost to their peaks. Called the Great Maze by the people of Nanacatlon, it is in these sprawling, insulated chambers that the greatest of their settlements were founded. Though much of the Maze remains a mystery, the largest and most direct thoroughfares and caverns have been extensively explored.

    While this underground habitation may seem a poor life, it is made far more palatable by the presence of Glittering Walls. Fed by the snow banks high above, these natural waterfalls and small rivers eventually wind their way either deeper into the Maze or to feed waterways on the surface. In so doing, they provide the heartbeat to the region's industry and drinking water to its people.

    Spoiler: People
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    The people of Nanacatlon are surprisingly developed for their situation, and were it not for the grand empires to their north they might be regarded as relatively advanced. Standing at an average height of five feet seven inches, they are universally pale from live spent underground. This has extended to their hair, which is most commonly blonde or even pure white, making them easily mistaken for albinos were it not for the deep, inky blue of their eyes.

    Cave explorers without compare, the lives of the maze dwellers have not allowed for great ease, and the majority of their art and music remains tied to their beloved caves. Intricate cave paintings retelling a settlement's history cover long-inhabited caves, and even the rarely visited areas of the Maze have a few fading images painted on their walls. The music of the Maze is most comparable to the sound of water in motion, chimes and wood flutes put to use in replicating the intricate harmonies of the waterfall.

    Before the Tzaltec, the people of the Maze were organized in a loose confederation of towns, sharing the largest caverns used as fungus farms and the rare natural reservoirs. While war existed it was infrequent and brief, the warriors more often called upon to fight off interlopers from the dark of the Deep Maze.

    Spoiler: Religion
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    Before the coming of the Tzaltec, the people of the Maze worshiped the stone fathers, whose voices could be heard in the winds of the Maze. That belief remains, though for how long none can say.

    Spoiler: Resources
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    Thanks to the abundant supply of copper and tin in the Great Maze, Bronze has become the primary metal of war and industry. Produced in some capacity by every settlement, it is in abundant supply. However, far more enticing is the unique fungus of the Maze - Violet Manzer. Possessed of miraculous regenerative properties when properly prepared, the medicinal fungus is the primary thing of worth found by the Tzaltec expedition.

    However, for their abundance of staple items the people of the Maze are woefully bereft of anything the outside world might consider a luxury. Enraptured of the bangles and coins brought by the Tzaltec for trade, they have developed a deep, some would say unhealthy, fascination with Gold.

    Spoiler: Trade
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    Bronze (0/3 Used)

    Violet Manzer (0/3 Used)
    Last edited by TheDarkDM; 2015-03-08 at 02:54 AM.

    I was old when the pharaohs first mounted
    The jewel-decked throne by the Nile;
    I was old in those epochs uncounted
    When I, and I only, was vile;

    Spoiler
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    Quote Originally Posted by apocalypsePast2 View Post
    ...one could possibly refer to you guys' elaborate dance of allies-to-enemies-to-suicide-of-the-universe as some sort of weird art form.

    If one were on drugs.
    Quote Originally Posted by VonDoom View Post
    Behold, the mighty slayer of strangely coloured mutant equines! The thwarter of forum woes! The! Dark! DM!

  8. - Top - End - #8
    Bugbear in the Playground
     
    Lord_Burch's Avatar

    Join Date
    Jan 2014
    Location
    Over the river
    Gender
    Male

    Default Re: Empire! The Lands of Telluris (the fluff beyond the crunch)

    I don't keep track of my populations anymore, so don't use this post as a guideline for those.

    Bordeux
    Region 20, Lord_Burch

    Population:145,000

    Original Stats:
    Diplomacy: 4
    Military: 2
    Curiosity: 4
    Faith: 2
    Luck: 3
    Spoiler
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    Diplomacy:5
    Military:2
    Curiosity:6
    Faith:2
    Luck:3
    Oldest male inherits.
    Family Tree
    http://www.familyecho.com/?p=START&c...17135659470770

    Cities
    Spoiler
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    The capitol, Arisseux sits upon the Cerise River, and is home to the Bordeux and the Cerise families. It is well-fortified, with a large wall protecting the front while the only bridge across the Cerise is protected by two gates. The city of Adessa sits upon Ironwind Pass that, despite it's forbidding name, is the only pass that leads into the mountains all year. It is bounded on three sides by mountains, and sits upon a plateau high above the foothills of the mountains. These natural fortifications has led to a general apathy for building any other defensive structures. Vernon sits within the Freeman Forest and is the center of travel between the other cities and other regions. It also is bounded by walls; however, these are fairly old and the city has grown past them since their construction.

    Terrain
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    The northern part of Bordeux is made up of the Damian Mountains, which are both heavily forested on the lower slopes and contain many raw ores within. However, the mountains are mostly wild, untamed country, where monsters lurk in the shadows and all but the trappers who call this place home can wander without fear. The rest of the land is mostly covered in the Freeman Forest, while the Cherise River cuts through and eventually leads to the sea. The Cerise originates at Lake Merlon in the mountains.

    Religion
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    The people of Bordeux are mainly animists. However, the city dwellers have started to convert to The Lord of Fire, especially among the nobility and middle-class craftsmen of the cities.

    People
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    The people of Bordeux are typically red-haired and tall. They are a strong, rugged people, from years of hard living and having to survive in an inhospitable land. They always try to make the most of what they have been given, and as such, are normally cunning hunters, trappers, and merchants.
    Spoiler: Customs
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    -Typically, the suffix "-el", meaning "of the goddess", is an honors term typically ascribed to great figures or places of significance from history.
    -Likewise, the suffix "-or" is used as the gravest of insults. It means "the damned [by the goddess]", and is used as either an insult, or, historically, to convey the evil of the deeds of men.

    Resources
    Spoiler
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    Bordeux mainly deals in raw goods. The six merchant families (The Cerise, the Bordeux [also the ruling family], the Firestones, the Finir, the Gerian, and the Formos) all deal in a specific resource. The Bordeux and Cerise families run the logging operations for cedar in the Freeman forest. The Firestone and Finir families are miner families, controlling the gold mines in the Damien Mountains and have their seat at Adessa. The Formos and Gerian are fur and game trappers that hunt throughout the mountains for prime furs and provide protein for the people. Fishers also provide food in Arisseux and Adessa. They live in Vernon, situated in the Freeman Forest. Foods such as grains, fruits, or vegetables must be imported, due to the lack of arable land.

    Army
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    -2000 Light Infantry
    -4000 Heavy Infantry
    -1000 Light Calvary

    Holidays
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    Every year, on a date known as the "Frost Moon", a festival is held, traditionally known as simply the Frost Moon festival. However, about every twenty years, for a single night the Frost Moon is partially eclipsed by the Angelic Moon. This produces an effect known as "the Halo", where the larger Frost Moon is eclipsed to create a ring of silvery light. This signals the beginning of the Angelic Concurrence. On the first day, a beauty competition between any young woman of Bordeux is held to select the Lady in the Cycles. At dusk begins the first of the Cycles, five plays that detail the Ages of Gaia. In between Cycles, competitions of dance, art, and sculpture are held.

    A History of the Earth
    Spoiler
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    When Gaia was young, and the universe without form, an Age of Frost held the world in its thrall. No life wandered the earth; life had not yet come into being. Then, a spark, that gave birth to the first of the Children of the Earth: Ladríal, the Life-Bringer and Ice Shaper. For eons, she wandered the earth, searching for one like her self- living, breathing, warm. Finding none, she decided to create some by herself. Taking the purest of ice, she sculpted it into what she believed would be the perfect form- a blade of grass, infinitesimal in its detail. However, she was not satisfied with her creation- even after breathing her life into it, it did move, it did not learn and achieve like she strived to do. Each day, she carved a new form, each more perfect than the last, until, at least, she crafted the final Child of Frost- mankind. Into this final creation of hers, she breathed the last of her greatest virtues- creativity, and knowledge. Thus ended the Age of Creation, and began the First Age of Man. (Scupltor)

    After her colossal effort, Ladríal slept. The effort of creation took its toll, and the goddess required healing. However, not all was well with her creations. Mankind had creativity and knowledge, yes, but not the morals or compassion to use it well. Terrible wars that shattered earth and sky and rent the fabric of reality itself asunder were fought, each more devastating than the last. Mankind used its knowledge only for ruthless power- they had not learned the temperance of love. When the goddess awoke from her slumber, she was greatly displeased with her creations' works. In her wrath she released three plagues- the first, a disease that killed a third of man on the earth. The second, one of flame, burning the corruption from Gaia. The third, a flood, to wipe the last of man from the earth. However, she saw that not all was lost- a select few of her creations held onto the spark of compassion that separated them from their fellows, and connected them to their goddess. These she lifted up, filling them with the desire to create, to nurture, to live as their goddess. Thus ended the First Age of Man, and began the Age of Reclamation. (Earth Shaker)

    The damage wreaked upon the earth was enormous, even more than Ladríal had imagined. As she worked to restore the earth to its former beauty, her Chosen toiled beside her, for a time. As they reproduced and multiplied, the pure spark inside them became diluted, muddled. Some of their goddess' virtues remained, but they became bogged down by the troubles that have always plagued mankind. When Ladríal's work was done, she saw that she could do little to alleviate these ills. Instead, in her final act of creation on this earth, she created the Children of the Sky, angels, to watch over man. To guide us, to instruct us to be holy, to save us from ourselves. Thus ended the Age of Reclamation, and began the Age of Guidance, or the Age of Angels. (Healer)

    In the beginning of the Age, man was peaceful. The spark of our goddess ran strong, and in that time, man lived without fear of the demons of this earth, both the corporeal ones born of the strife at the end of the First Age of Man, and those of the pitfalls of the hearts of men. The angels guided man our first, tentative steps of our new world, and protected us from the evils of the old. However, a Prince of the demons, Xithirius, saw the majesty of the angels and grew jealous of the beautiful creations of the goddess. He gathered an army, a mighty host, and marched on the greatest of the human cities of this age, Derriel. The leader of the angels, Ithuriel, gathered all of the angels of the earth to combat the demon. The angels won, but at a terrible cost. The battle left the angels weak and unable to carry on their duty. Before they left to join their goddess on the heavens, however, they performed two acts; the first to entomb the demons beneath the earth, to safeguard man; the second, to give man a spark of our goddess' eternal glory, so that we may fight the battle they could not carry on. Thus ended the Age of Guidance, and began the Second Age of Man. (Protector)

    Even now, as I write this, this Age continues on. In this age, we must strive to uphold the vows we have been given. The mantle of the goddess and of the angels is ours; we must make this age unlike the last Age of Man. We must fulfill our creed to the goddess; we will work toward the goals she left for us on this earth, for the goddess has entrusted them to us. We will ensure her legacy here, for that is what we have left of her. (Guider)


    Malkavan, EMPIRE!
    Population: 107,000

    People
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    Most of the people of Derrière are humans of short stature (ranging from 5'3" to 5'6" on average), with light brown hair and hazel eyes. They also possess twisted, incomplete copies of the Gray Book, at least the index of runes. Their homes are normally decorated with runes of warding, protection, and good health, while the people themselves sport jewelry and weapons marked similarly. There are three main cities in Derrière: Aralis, by far the largest of the three, a trade city which, due to its unique position on a coastal swamp, has canals rather than conventional streets. Aralis also serves as the capital of the region, where the powerful merchant barons meet and scheme with and against one another.

    Then there's the inland city known as Shaeld, a haunting city that possesses a marked difference in atmosphere. It is a city of crime and debauchery, but it's gains it eerie, almost ethereal, qualities from the City of Bones which lies directly beneath it. The City, as it is known, is an enormous mausoleum, containing more recently he bones of the inhabitants of the Barrows, but also the tombs of the first of inhabitants of Derrière: those of the city founded by the Enlightened, Derriel. The City itself is made up of passages of stone bricks, carved with demonic runes speaking of death and misery. Supposedly, the city is also home to a cabal of necromancers; the validity of this statement cannot be proven, as there are many passages that still remain uncharted and largely unexplored.

    The final city, Derriel, was first founded by the Enlightened: the second, powerful race of men created by Malarial, who were believed to have diluted their power through interbreeding with other races of man, before finally their greatest city and largest store of knowledge- this very same city- was destroyed. Unfortunately, in so far the legends seem to be true. There is no sign of any remaining Enlightened, nor their famed stores of knowledge. The city itself, however, has several sections still intact- all of which seemed to be lit by that peculiar stone known as witch light. So far, we cannot find how the Enlightened shaped the stones, nor how they might have been used as something other than light, even though what texts we have found seem to suggest otherwise, that there were great machines themselves powered by witchlight.


    Land
    Spoiler
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    Malkavan is, along the coast, a combination of beautiful beaches and sprawling wetlands created by the river delta of the River Cygne, which flows down from the inner hills. The city of Aralis lies within the delta, and it's canals are formed by the river itself. The interior of the regions is made up of low, rolling hills, many of which are

    The Barrows, so named for the short, wide mounds that form the upper tombs of the City of Bones, lies along the northern and western borders of Malkavan. Most of these tombs have not been explored; they lack any visible entrances on the surface, and furthermore, the superstitious nature of the inhabitants of Barrow have kept most expeditions to explore the tombs from coming to fruition.

    Near the river mouth of the Lis river, where it widens and shallows into a sprawling swamp, are tales of the will-o-the-wisp, a ghostly light that is the focus of many myths and legends. Some say it is a nature spirit, jealously guarding it's home by leading invaders to their deaths, while others say it is the captain of a lost treasure ship, seeking to guide visitors to the treasure. Whatever the case, none who have followed the light have returned.

    Landmark #3 PENDING



    Resources
    Spoiler
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    Witchlight Stones
    These stones, commonly found as replacements for lanterns in Derriel and richer homes, are a phenomenon peculiar to Derrière. They give off a clear, bright light, but dull over time. They do, however, seem to absorb sunlight, creating a peculiar phenomenon where, when placed in sunlight, the area around it dims, gradually growing brighter as the witchlight re-energizes itself. In addition, they have an innate charge to them, creating a powerful shocking sensation when touched, or a powerful explosion and burst of blinding light when destroyed. The stones are as light and as fragile as glass, and that combined with their volatile nature makes them dangerous to handle.

    Adamus
    Adamus, a light, silvery, opaque stone, commonly appears in conjunction with deposits of witchlight. It is theorized that the adamus is actually created over time by the light of a sufficiently powerful witchlight chunk. It also seems to absorb witchlight, dulling the light- and possibly the charge- of a witchlight.

    Due to the concentration of people along the coast, with a relatively fewer population inland, the region is barely able to support itself with agricultural products. The workers and merchants along the coast and concentrated in Aralis in particular seek meat products, leading to imports of cattle or goats, both for food and for sacrifice.

    Religion
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    There are two sharply contrasting religions in Malkavan- on one hand, the inhabitants of Aralis are practical, ethical people, placing value in the corporeal world rather than spirits or gods. On the other hand, the inhabitants of Shaeld are deeply spiritual and superstitious, often carving glyphs of protection on their mantels, or of good harvest on their field gates. They even perform ritual sacrifices of sheep or cattle to appease the gods that rule their lives.

    Errelosse, Region 49
    Population: 32,000
    Spoiler: People
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    The people of Errelosse are a race of nomadic giants, herders of cattle, each easily twice as tall as a man. They have shaggy, unkempt hair and long beards. They are a simple folk, in most regards- each tends his own flock, and by and large, they ignore one another. Their hair is typically red or brown, though it grays in old age. They are long-lived compared to men- easily three to four hundred years old, though the eldest I have heard of is six and fifty.


    Spoiler: Resources
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    These nomads are, by and large, cattle herders. Their cattle are marked with complex runes that detail the owners name- a name made up of their personal name, that of their parents, and that of their father's bloodline. A few other professions exist here and there- mainly smiths at the few places that could be called settlements-, but the giants are solitary in the extreme. Whenever we would get close, most of them would warn us off or set their hounds on us. On these Nyx hounds, now, they are not the hunting dogs of home. These are dogs easily hitting six feet at the shoulder, eight on the tallest. However, they are not really domesticated, or even tamed. Rather, a few will enter this sort of pact between themselves and the giants, where the giants provide food and they protection from other packs.


    Spoiler: Land
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    Errelosse is mostly fertile plains, or long, rolling hills, dotted by twisted stones rising out of the ground. Upon these stones- known as "Folkvir"- are records, stories, histories and writings of all sorts. They are the paper on which the Losse record themselves and their culture.

    Of particular interest is the ring of stones, known as the Ring of Tears where the only form of government among the giants resides- that of the Stormblooded Council. The Stormblood is a clan unique among the giants; whereas giants are born into one clan or another the Stormbloods grant access based on martial prowess; that is, the Council will select a giant, old or young, male or female, who has proven themselves in combat, either against raiding parties at the region's borders, against the Nagra ,a fierce type of boar larger than a Nyx Hound, or against other giants in duels. The Council makes many of the important decisions for giants; for example, which clan receives certain grazing areas, and also settles disputes between giants.

    Another landmark is Sun Hollow, a cave located on the eastern edge of the region. Once a year, on midsummer day, at the sun set, the light will shine in such a way that a crystal set upon a natural pillar will reflect the light around the room for a minute, creating a dazzling spray of light. Once that minute is up and the sun has set, the Festival of Midsummer Night begins, which commemorates the time a giant first set eyes upon their home.

    Most of the reason why giants have never been encountered beyond their home here is that they are hemmed in on all sides by enemies; either lizard folk or elves, to the south the sea, or to the north the Forsaken Plains. These plains, which underground are mostly peat, were set alight during a raid by men from the north, who, in the process of hurling fire bombs at giants, accidentally hit exposed peat and set the entire plain on fire. Now, it is a wasteland, with fire still smoldering beneath the ground, and occasional geysers of burning gas or fire will erupt out of the ground.


    Spoiler: Religion
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    The giants of Errelosse primarily engage in limited ancestor worship; these ancestors, whose spirits inhabit certain Folkvir stones, can read fortunes and shape the earth when appeased. On the other hand, certain legends tell of entire clans and their herds swallowed by the earth for not properly honoring their ancestors.


    Valterre, 70

    Population: 147,000
    People
    [SPOILER]The people of Valterre are what is known on the mainland as "elves", though they refer to themselves as the Sindar. They have pointed ears and gold, silver, and bronze hair that gleams metallic. Their eyes come in shades of gems, although the most prevalent are sapphire blue and ruby red. They have a prickly sense of honor and courtesy- though, more often than not, that courtesy does not extend to others, as they see them as beneath them, especially the nobility. Their cooperation was secured by favorable trade and allying with the giants, who, while seen as inferior beings, are rightly feared by the Sindar. They wear silk robes that they say are relics from the "Master", a supposed being (not a god; they fiercely deny that he wishes to be worshipped) who created them. The Sindar, in addition, are vastly different in temperament to humans; they have an icy calm about them that can, in the blink of an eye, snap.

    Resources
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    The lands of Valterre are largely enormous, barren fields. The land is dry and infertile; food resources, in the past, were secured by raids on neighboring peoples. They do, however, have plentiful gem (precious stones) mines, from which they have occasionally bartered for food in the past. They also have an abundance of marble quarries which supply there stone their cities are made from. The Sindar are largely carnivorous, however, and require large amounts of meat to sustain that diet without resorting to violence.


    Land
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    Valterre is, by and large, empty plains, dotted here and there by small settlements of Sindar who wish to live away from the crowded cities of their brethren, or ruinous towers of black marble. Most of the population is concentrated in the five cities, each of which were built around a tower of black marble which is nigh-on indestructible, topped by a softly glowing gem. The Stones of Erebus, as they are called, each have a different color- one is an amethyst, one a diamond, one a sapphire, one a ruby, and one an emerald. Despite their best efforts, the gems cannot be moved; attempts are met by a fierce resistance, almost like a shell. Cutting across roughly the center of Valterre is the Ebon River, a deep gorge with a pitch black river running through it. The more superstitious folks say it's is black with he choked souls of the damned, though others say it is merely black dust clogging the river. In a cave somewhere along this river, the Master's Chamber resides. It depicts various scenes of heroes fighting monsters, often including warnings of the monsters returning. At the center of the space are the markings "جیایےے", whose meaning is unknown.

    Religion

    Indica
    Population: 87,000
    Resources: Dyes [Great], Ambrosia [Good], Necessity: Skilled Labor
    Spoiler: People
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    The avian people of Indica are a flightless race of birdmen. They tend towards bright, colorful plumage, with white or grey eyes. Their legs bend backwards at the knee, though their legs are covered feathers, excepting their feet. Their beaks vary with their plumage, often matching that of their feathers. The males possess a large head plume arcing back from the crown of their head.

    The culture of the avian Indicans revolves around battle and positions of power derive from that, whether it be in the form of large scale warfare, or duels between warriors. Most warrior trainers will only take men as apprentices, and as such, while not technically exclusive to only men, all positions of power are currently held by men. Despite this, women dominate the household, and are honored and respected as the mothers of warriors.

    In addition to the avians that inhabit the canopies and form the vast majority of the population of Indica, there is a second, much less prevalent race: the Épine. This is, of course, not the name that these people use to refer to themselves; it is the invention of the Bordeusi explorers who first encountered them. The first contact was between said explorers and a small sect of leaders of the Épine, offering ambrosia up for trade. When pressed for details, the avians above said they knew little of the Épine, any contact a distant memory. The only nugget of information obtained seemed to assert that they were in fact a part of the jungle; able to slip through and even merge with the jungle at will.

    Physically, the Épine are covered in a hard, plantlike exterior, sporting numerous brambles small and large across their bodies. It is theorized this is a natural clothing and armor of sorts for them, ensuring protection from even the largest of jungle predators. This also seems to allow them to extract ambrosia from the plants that produce it.


    Spoiler: Terrain
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    Almost all of Indica is made up of thick, nigh impenetrable jungle, with only a rocky beach at the coast breaking through. Above the canopies, however, the Indicans have set up a clever series of paths; to call them roads would be an overstatement. Mostly, they are bridges- often lacking railings or any safety features- over intertwining branches in the canopies of their great trees.


    Spoiler: Resources
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    Ambrosia, a thick, golden liquid that is secreted by the flowers of one type of the carnivorous plants that exist on the jungle floor. Ambrosia is only ever extracted by the Épine, as the avians are unwilling to venture near such dangerous plants. With the coming of the Silver Moon, deliveries of ambrosia are left at the bases of avian villages monthly.

    The Dyes produced in Indica come from the many brightly hued flowers that exist among the canopy. Of course, while in most places generally a boon, Imperial court fashion in both Valterre and now spread to much of the rest of the empire revolves around silver or gray hues. Despite this and the pressures for conformity, Indican avians continue to sport bright clothing to match their feathers.


    Spoiler: Religion
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    Indican avians worship the sky, and particularly, the Southern Star in the night sky. They believe that they were originally form among the stars, cast down for some long-forgotten sin and cursed to live without their wings. Their hope is, one day, to regain the favor of their kinsmen in the stars above and regain their wings once more.


    Nezett Karn, 137
    Pop.: 31,000
    Resources: Gaia Soil [Good], Ironwood [Good]. Necessity: Meat
    Spoiler: People
    Show
    Nezett Karn is made up of a small population of a reptilian species, the naga. In appearance, from the waist up, the naga resemble the lizardfolk, but below the waist, they have a single, long trunk resembling a snake to replace legs. The society of the naga is made up almost entirely by the barely-sentient "slithers", who provide manpower for the elite queens, called Matriarchs. The slithers come in a few different forms, but three distinct subsects present themselves- the builders, who are large, slow naga possessing four arms, the soldiers, who are smaller and faster with red markings along their spines, and the workers, who tend towards blue and provide basic necessities. There does appear to be a high amount of variation in each subsect, however, with a few who possess characteristics from multiple classes, or even having an intelligence approaching that of most sentient beings. Slithers will imprint on the first being they have tasted the blood of; often, that is the matriarch of their enclave, though a few Indican nobles have taken naga as their personal servants in recent years.

    The matriarchs are the cultural elite; always female, they steadily produce eggs, though many do not survive to adulthood, in part due to cannibalistic tendencies among slithers. They do, however, command absolute authority from the naga who inhabit their enclaves- who, almost all the time, are also their offspring. Throughout their history, various matriarchs have always waged war: until recent times, no two matriarchs had ever inhabited the same enclave before. Recently, however, a matriarch had banded with her daughters and gained dominion over a significant portion of the region. Her cause was greatly bolstered by Silver Moon weapons and armor for her soldiers.

    Naga, as a rule, live in large, partially submerged, cities known as enclaves. There are no known instances of a naga living outside an enclave for an extended period of time; the slithers are too stupid, and the matriarchs too weak to ever survive. These enclaves would often be considered by most other races as uninhabitable- the spaces are cramped and partially flooded, and the tunnels are mazes.



    Spoiler: Terrain
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    Most of the terrain of Nezett Karn is dense swamplands. Enormous ironwood monarch trees dominate the the many islands of the swamps, turning them into dark, foreboding caverns. At a few select places, mostly large island outcroppings made of stone, light breaks through. These areas are both revered by the naga as islands of light, and the land surrounding them is fiercely contested for the sites of enclaves.

    One of the greatest enclaves is that of Pythos, unique in the fact that it is situated in a hollowed out monarch tree, rather than below ground. Pythos is a holy place; the home of the high priestess of their god, Askander, and a place where matriarchs from any enclave can meet in peace. Of course, a large part of that peace is the unusual concentration of naga, being as high as four or five times as high as most enclaves. The cause of the high priestess' fertility- or her iron bound control of her naga- remains a mystery.

    Another marvel of the region is the Gaia Well is a deep pit, choked by vegetation. The jungle that grows around it is unnatural; when cut away, it will grow back even thicker than before within a month. Plants grown there are hardier and larger than their counterparts, though the wild growth limits farming attempts. In addition, the vines that obscure the pit, while unremarkable to most other species, is a highly coveted drug among the naga.

    Finally, there is the Shai, a series of caverns that do ever deeper. Some of the deeper ones even have evidence of supports and torch sconces, leading some scholars the caves may have some connection to Malkavan. However, further study has not been mounted; most adventurers, having descended into the caves, either go missing, or return emptyhanded, having wandered in circles until they reach their starting point once more.


    Spoiler: Resources
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    The great ironwood monarch trees that dominate the swamp are formed of an incredibly strong form of wood. The cause is unknown, though it is currently suspected that plentiful sources of iron or some other hard metal, as well as residual magic from the Gaia Well, gave these great trees their exceptional strength. Unfortunately, despite evidence that it was once possible in the past, the knowledge to shape these great trees is lost to time.

    Another one of the great mysteries is the Gaia Vines that shroud the well of the same name. These plants, despite having no nutrients to sustain creatures directly, preserve well, and, when plowed into the ground, greatly increase agricultural yield among crops.


    Spoiler: Religion
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    All matriarchs worship a god known as Askander, a male naga, but one who possesses great intelligence and cunning- far above that of the average or even exceptional male slither. He is said to inhabit the deepest places of the swamps. While artistic interest among the naga is few indeed, the high priestess at Pythos has a collection of wood prints, each depicting a naga, who, instead of the normal lizard-like upper body, has one closely resembling a human. Depictions vary, but most have him bald with a dark, pointy beard.


    Escuralan
    Region 72

    Population: 670,000
    Written by Aedilred

    Spoiler: Terrain
    Show
    Escuralan, the land of the Meteor, is an isolated region sandwiched between the great lakes and small seas on the western continent. The boundaries to the region are largely defined by these coasts in the north, west and eastern extremes. In the southwest the foothills of the Alzeroth mountains define the border, while the south east of the region eventually degrades into fens and swamps, an area called the Bragana, which is difficult to penetrate without good maps.

    The people pay little attention to the fringes of their territory, and cluster around a large crater in the centre, the Enfonil. Nearly two hundred miles across, this is the heartland of the region. It was here that the great Meteor, which the locals call the Limpaire, is believed to have struck long ago.

    Watering the Enfonil and its surrounding areas are a number of rivers and streams which empty into the surrounding seas. It is common for these to flood in spring, except within the territory of the Enfonil itself, which is one reason the people live mostly within it. The plain outside the Enfonil is known as the Allial, where crops are grown and livestock grazed while the rivers permit.


    Spoiler: People
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    The people are called the Ombranan. They are a quiet and insular people, living and labouring under the sun, with a culture largely centred around the Meteor itself. Most of their settlements are built around larger fragments of the Meteor, with the largest, Fogal, in the centre of the Enfonil. The people are mostly farmers and herders, with a largely feudal government. Small areas of the land are governed by a Senher, and the Senhers answer to the Cerier based in Fogal.

    The Ombranan are a strong folk, with a relatively fair, but slightly bronzed skin tone. Their obsession with the Meteor has not been without its costs, however. Prolonged exposure to the odd materials recovered from it has transformed them into something no longer human, if indeed they ever were. Their limbs are longer and more gangly; their facial features have a pronounced sharpness; on closer examination an observer would find they had two rows of teeth (and it is rumoured they do not possess teeth solely in their mouths); polydactyly is the norm. And their eyes are black.


    Spoiler: Religion
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    The Ombranan follow a religion centred on the Meteor, which descended from the moons in ancient times to save them from some heinous power. It destroyed everything in its path, obliterating all records of what that entity was, but in doing so created the land in which the Ombranan now flourish. Now, centuries or millennia later, it serves as their guardian, against the return of whatever or whoever it was that the Meteor destroyed.

    Many of the people, especially the more devout, believe the Meteor calls to them and whispers to them in the night. They have little to no interest in spreading their faith; the further from the site of the impact, the less important the Meteor is expected to become.


    Spoiler: Resources
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    Although the lands are fertile and well watered by rivers, the sole resource the Ombranan are interested in is the Meteor itself. Its impact shattered it into thousands of pieces, scattered across the land.

    The pieces of the Meteor are dark and heavy, and appear to have the properties of a metal. They can be worked, and make an excellent material for building, weaponsmithing or toolmaking. But they have other properties which have been harder for people to determine. Shards of the Meteor are oddly hard to see, even in clear sunlight; people say the light moves in strange ways around it, and even that they will kill a light if left with one for too long.

    What's more they seem to have an effect on anyone who spends too long around them. People develop not only an obsession with the shards, but sometimes begin to change physically. While the Ombranan on the whole seem to have been altered over a period of centuries due to constant low-level exposure, those who spend a lot of time around the shards, or around particularly large concentrations of them, can be changed more profoundly and in unpredictable ways. There are stories of more than one person being driven mad, or their bodies destroyed completely, by the Meteor. However, stories of people gaining great power, wisdom or even supernatural abilities from the Meteor outnumber them sufficiently that many Ombranan are more than willing to take the risk, and a number are known for experimenting on the Meteor to unlock its secrets.

    The shards are sufficiently common that they are available for trade.
    Last edited by Lord_Burch; 2015-04-27 at 07:55 PM.
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    Playing as the Kingdom of Gleiss in Empire! 3.

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    Default Re: Empire! The Lands of Telluris (the fluff beyond the crunch)

    The Kingdom of Ashenia
    Elemental

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    Rolls located here.

    Hazael Toranath IV, King of Ashenia, Prince of Eseda, Prince of Kyaralath, Prince of Ascalaine, Castellan of Adrakand, Castellan of Misakand, Lord of Lacertia, Lord of the Anvale, Lord of Intepeuh and Miaralan, Grandmaster of the Sacred Order of the Knights of the North Wind.

    Current Stats:
    Diplomacy: 5
    Military: 9
    Curiosity: 7
    Faith: 7

    Spoiler: Original Stats
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    Original Stats:
    Diplomacy: 3
    Military: 6
    Curiosity: 6
    Faith: 5


    Family tree.

    Spoiler: Leader
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    He's a King of Ashenia.


    Spoiler: Past Leaders
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    Spoiler: Hazael the Wise
    Show
    Hazael Toranath was the only heir of the previous monarch of Ashenia, Queen Idrisa the Mad. He ascended the throne three years ago on the occasion of his mother's death and after holding the regency for twenty years. His wife is named Salline, and together they have seven children; Hazael, Idrisa, Salline, Korath, Mira, Zhela and Kateline.
    In appearance, Hazael Toranath is unremarkable. He stands at 187 centimetres in height, has grey eyes and his long black hair is usually tied back into a simply ponytail or, in the case of the most formal events, into a series of elaborate braids. Court dress for the King is traditionally a plain white robe, saffron stole and the sapphire and diamond studded royal crown. Different occasions of varying formality and purpose call for different attire.
    In terms of personality, Hazael is a learned and reserved king, prone to acts of charity. He is open to new ideas and his hobbies include falconry, collecting books and songbirds. Those who get to know him find that behind his royal façade he is in fact a very easy going monarch.

    Diplomacy: 6
    Military: 4
    Curiosity: 10
    Faith: 1
    Luck: 1

    Hazael the Silent

    Spoiler: Idrisa the Magnificent
    Show
    Idrisa Toranath is the eldest daughter of the late King Hazael the Wise. Before coming to the post of Princess Regent in her older brother's absence, Idrisa was placed under house arrest in the Emrid Palace in Adrakand, for reasons only she and her father were party to. Rumours abounded that the cause was the same madness that afflicted her paternal grandmother, but the truth is, she coveted her brother's position as heir and conspired to make it so.
    As is standard in the Toranath family, Idrisa is unremarkable in appearance. Though not plain, she is hardly a striking beauty. Her hair is long and black and her eyes a light blue. She stands at 180 centimetres in height. Her confinement has limited her in the traditional royal pursuits of Ashenia, of note being the fact that she hasn't ridden for over a decade. However, like her father, she also collects songbirds, including a raven she tamed and taught to speak. In addition, were she not imprisoned, her skill with the embroiderer's needle would be well known throughout the land.

    Diplomacy: 10
    Military: 9
    Curiosity: 7
    Faith: 1
    Luck: 2


    Spoiler: Shenath the Just
    Show
    Shenath Toranath is the eldest son of the late Queen Idrisa the Magnificent. The period of his life prior to his ascending the throne was unremarkable, though it is rumoured that he was in extensive contact with foreign rulers.
    He stands at 181 centimetres, has deep blue eyes and hair that is already streaked with silver. He is a keen huntsman and many note that few in the Kingdom equal his skill in riding. His near constant companion is the same raven his mother once taught to speak, though it approaches the end of its life. In his spare time, he is currently writing a book of military strategy, but he admits it will likely never be finished.

    Diplomacy: 8
    Military: 8
    Curiosity: 5
    Faith: 2
    Luck: 5


    Spoiler: Tansan the Great
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    Tansan Toranath is the elder son of King Shenath the Just. Prior to his ascending the throne, he spent much of his life in study and led many expeditions to more remote regions of the realm to document exotic plants and animals.
    Tall for an Ashenite, he stands at 187 centimetres and the same deep blue eyes of his father. He has a keen mind and he spent much time honing it, thus surprising many with his skill with a blade. While more religious than most of his relations, he nevertheless distances this from his rule knowing that it is not the place of the sovereign to interfere in such matters. A progressive ruler, he holds open court more often than tradition requires and conferences with his council more than his predecessors.

    Diplomacy: 10
    Military: 9
    Curiosity: 10
    Faith: 2
    Luck: 4


    Spoiler: Kellan the Saint
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    Kellan Toranath is the eldest surviving child of the late Princess Salline. He has led as little a public life as was possible under his position as heir to the throne preferring instead to engage in study and scholarship. Unusually for a member of the Ashenite Royal Family, he has devoted much time to theology.
    He stands at 179 centimetres, has pale blue eyes and possesses a thin physique. Despite this and his bookish tendencies, he nonetheless excels as a horseman. In direct contrast to his grandfather, he only opens the palace at the legally and traditionally required times, preferring the govern in comparative solitude with the aid of his advisors. Rumours abound as to the reasons for this, but none can be certain.

    Diplomacy: 10
    Military: 9
    Curiosity: 10
    Faith: 5


    Spoiler: Idrisa the Pious
    Show
    Idrisa Toranath is the eldest of Kellan III's children and has been heir apparent her entire life. As such, she has received an education heavy in affairs of state and has long assisted her father with matters of governance. Breaking from tradition, she is the first monarch of Ashenia to seek an education at the University of Severikand where she read law, history and mathematics. Like her father before her, Idrisa is a strong adherent of the Doctrine of Frost, though some are worried this may result in her attention drifting far to the East.
    Idrisa stands at 179 centimetres in height and her hair is long even by Ashenite standards. The beauty of her youth has faded somewhat and her once pure black hair is now streaked with silver. Nevertheless, she remains a woman of striking appearance with piercing grey eyes. In addition, she is a keen rider and falconer and regularly makes the ride out to her favoured hunting lodge near Sandrul, though since her accession she will likely have far more accompaniment than previously.

    Diplomacy: 8
    Military: 8
    Curiosity: 9
    Faith: 10


    Spoiler: Technologies
    Show
    Adamantine, Advanced Horse Riding, Berunda Riding, Blackpowder, Clockwork, Clockwork Automata, Hovercrafts, Kralax, Lenses, Magnets, Mithril, Ocean Faring, Oracles, Pitch, Plate Armour, Printing Press, Prosthetics, Sewage Systems, Steam Power, Tzaltec Fire, Ultalight Materials, Wurms, Zeppelins


    Spoiler: The Royal Council
    Show
    The Royal Council of Ashenia is an advisory body with little power beyond the selection of regent should the need arise. Nevertheless, a position on the Council is considered a great honour as few other positions in the Kingdom allow one to be so close to the throne and to a hand in governance, however indirect it is. At all times, the Council consists of Ashenia's eleven Castellans, the Abbess of Salasan, three representatives from each other region under Ashenia's control and whatever advisors the monarch selects.
    The representatives from the other provinces are: the Chieftain of the Ishanites, the Chieftain of the Maradites and the Chieftain of the Drasene from Hazaria; the High Priest of Carasan and two members of the Council of the Wise from Kyaralath; the Provosts of the cities of Angana, Aphinkad and Meningath from Angan Anvale; two appointed clan chiefs and one priestess from Lacertia; a representative of the Council of the True, a Relketian Priest/Priestess elected by the other priests/priestesses in conclave and a crown appointed Fire Berapi noble from Intepeuh;





    Ashenia
    Region twenty-two

    Population: 1908000


    Spoiler: Terrain
    Show
    Ashenia is divided into three main geographical regions, the Ashene Mountains, Adralath and Eseda.

    The Ashene Mountains lie along the north west border of Ashenia. Barely foothills by some people's reckoning, the Ashene Range is still a substantial row of granite mountains cut by steep valleys that easily become isolated during Winter. Despite this, the valleys are fertile and are prime land for pasture. In addition, the forests that grow in the valleys supply abundant timber. The many streams that flow from the mountains eventually join to form a number of rivers, the greatest of which is the River Adra which eventually winds away through Adralath and onwards towards the ocean.
    Nestled among the cliffs and mountain passes are numerous small monastic communities that take advantage of the isolation provided by their remoteness to continue their meditations uninterrupted. Nearer to the valley floors, but still above the spring floods (most years), are dozens of small villages and towns whose herds of cattle provide much milk and cheese, the sale of which supplements the otherwise small income they would gain from their crops. The most important settlement in this region is the fortress-city of Sandrul located in the shade of Mount Gambron. It is here where people from the lowlands and highlands meet to exchange goods, and thus where the region's tax collectors tend to congregate.

    Adralath is a hilly and lightly timbered region below the Ashene Mountains. The River Adra, as well as lesser rivers, flow through this region, carving wide valleys as they do so. Flooding is a yearly issue, and as such, flood mitigation requires significant royal attention. On the hills however, vast open plains punctuated by small to medium forests dominant the landscape. Here, vast herds of wild horses roam and royalty hunt wolves with golden eagles.
    Despite land here being plentiful, much of it is lacking in the qualities required for large scale agriculture. Nevertheless, the valleys surrounding the rivers are flooded regularly and are thus highly fertile. Here, the kingdom's farmers grow grain and other crops to feed Ashenia's citizens. In addition, they keep orchards and vines on higher ground to provide colour to the diet of the common people. This region is much more heavily populated than the Ashene Mountains, and is home to many more cities and towns. The cities of greatest importance are Severikand, known for its woven rugs, Uranin, a fortress city to protect the easternmost territories, Salema, known for its great grain exchange, and the royal capital of Adrakand on the north bank of the River Adra, naturally known for its architectural splendour, wealth and the government residing there.

    The small region of Eseda, occupying the southernmost portion of Ashenia, was once an independent state. It is a very rugged region covered for the most part in thick deciduous forests. The population here is very low and the agricultural output is insubstantial in comparison to the rest of the Kingdom, however, the very same ruggedness that renders it less viable farmland exposes large quantities of silver ore. As such, the landscape is dotted with mines.
    In Eseda, there is only one city of note, that of Desana, the old capital. Desana is a city noted for its silversmiths and ancient monasteries, however the rest of the people live in small villages, either devoting their labour to mining, woodcutting or eking out whatever living they can from the soil.


    Spoiler: People
    Show
    The people of Ashenia (Known as Ashenites, or if you're being very old fashioned or poetic, the Ashene), are taller than the average human, with the average height for men being 185 centimetres and that for women being 172 centimetres. Their hair is usually black, though varying shades of dark brown show up from time to time, particularly in Eseda. In contrast, their eyes tend to be either grey or blue and their skin pale, though it darkens slightly with exposure to the sun.

    In terms of attire, the farmers, miners and other people who live and work in the country tend toward simple clothing made from affordable fabrics that is usually undyed and wide brimmed hats to prevent sunburn. In the Winter, they wear brightly coloured scarves in addition to thick coats.
    Townsfolk usually prefer loose-fitting, long-sleeved garments, often accented by sashes. Most cannot afford fine fabrics or bright colours, so stick to brown in their everyday wear, saving what colours they can afford for festivals, white for formal occasions and black for mourning. The richer townsfolk prefer not only rich patterns and imported dyes, but elaborate embroidered sashes and fine jewellery as well. Most of the year, their colours are relatively subdued however, but they like to go all out for festivals and informal celebrations. Like their less wealthy neighbours, they too reserve white for formal occasions and black for mourning, though a recent trend has resulted in deep purple sometimes being substituted. In the winter, furs are used to trim large coats that are usually dyed blue for rich and poor alike.
    Monks prefer simple garments coloured brown or white. However, they make the occasional concession to vanity in the form of the same coloured scarves employed by the country folk.
    However, certain colours are reserved for the nobility alone. The wearing of royal purple, saffron, and scarlet fabric is forbidden to the common people, with saffron likewise excluded from even the nobility. Originally, this was due to the expense of the dyes that produced these colours, but now remains as a tradition.


    Spoiler: Resources
    Show
    Each of the subdivisions of Ashenia are noted for producing one product in sufficient quantity not only to provide for Ashenia, but for exporting to other nations as well.
    The farmers of the Ashene Mountains produce large amounts of high quality cheese, butter and other dairy products (good) from the milk their cows produce. Using wax from their hives they are able to ensure that the cheese that reaches distant markets won't be dangerously mouldy.
    Skilled breeders in Adralath produces horses (good) of high quality through careful mixing of wild and domesticated stock. The results of their trade number too greatly for the Ashenites to use exclusively, and as such, many are exported to foreign lands.
    The silver (good) mines of Eseda are rich and deep, with no end in sight of the gleaming metal's blackened ores. Not only is there enough to provide for the coinage and jewellery needs of all of Ashenia, there's enough for international deals.

    Despite these riches, Ashenia is lacking in iron, and unfortunately, bronze just doesn't make the grade in these times. Maybe they'll be able to conquerfind some iron mines in the future, but in the meantime, they're willing to trade for it.

    In addition, in the year 340, great copyhouses were established near Severikand. The books (good) they produce are a great boon to scholarly pursuits due to their quantity..


    Spoiler: Religion
    Show
    The Ashenites follow an animistic faith with a strong emphasis on seeking wisdom to better understand the ways of the spirits. As such, many have withdrawn from their society to a number of monasteries in the hopes that seclusion with a minimum of distractions will aid their search.





    Hazaria
    Region twenty-eight

    Population: 327000


    Spoiler: Terrain
    Show
    Hazaria (prior to colonisation the region had no unifying name) is predominantly an arid region, it's climate dominated by the Salt Flats, or Marilath, in the North and the Waste of Ishana in the South.

    The Marilath (or the Salt Flats) consists, as it's common name suggests, of a wide expanse of salt, likely left behind when the inland sea to its East receded. The region is lower than the surrounding land with steep slopes and escarpments at all sides. To the North stand the forests of Eseda in Southern Ashenia. The forest gets considerably thinner as it nears the edge of the Marilath, before eventually giving away to scrub that can survive the harsh conditions. No vegetation grows in the Marilath itself as none can survive there. However, this is not to say that the Marilath is a region devoid of economic value as the salt there is both abundant and remarkable pure.

    The Waste of Ishana on the other hand has little or no conceivable value. It consists of a vast expanse of rock and sand that stretches from the Marilath to the borders of Scla'ca and Alydaxis. Despite this, there are some areas where the land is not so unforgiving and vegetation holds on. Here, herds of small horses and cattle are kept by the local inhabitants. It is rumoured that at the heart of Ishana there is buried an ancient city that dates to before civilisation arrived in Telluris.

    The Kirandrus Foothills provides most of the livelihood of the native inhabitants and Ashenite immigrants. Here, they are able to raise herds of cattle and horses and tend to groves of olives with which to supplement the crops they are able to grow in the milder climate found at the higher elevations.

    The only major settlement within Hazaria is the city of Misakand, located in the Kirandrus near to where the Marilath and Ishana meet. Though it is considered a city by the standards of the inhabitants, its population never numbers more than one thousand nomads who gather to trade salt for meat and oil. Throughout most of the year, the city stands predominantly empty with but a couple of hundred inhabitants sustained by the gardens they irrigate with water from the city's wells and springs.


    Spoiler: People
    Show
    The people of Hazaria, known as the Kiranites, are descended from the same lineage as the Ashenites to the North. As such, they share many aspects of their appearance. They stand at an average of 183 centimetres for men and 176 centimetres for women. Their hair has a roughly equal chance of being black or dark brown. Like their northern neighbours, they have a tendency towards blue eyes but theirs tend to be so dark a blue as to be almost black.

    Due to the harsh Sunlight of Hazaria the inhabitants typically attire themselves in long, loose-fitting robes of plain white with their head and faces likewise covered with only their eyes visible.
    However, indoors, they traditionally remove their outer robes to reveal lighter garments of pale blue cloth, often embroidered to show the skill of the craftsperson. In addition, both men and women decorate their hands and forearms with henna in intricate geometric patterns.

    The people are divided into three tribal groups, the Ishanites, Maradites and Drasene. The tribes have much the same culture as one another with minor differences in attire and custom. Nevertheless, despite their similarities, the tribes are wary of one another, only setting aside their differences, however slight, for trade and festivals at Misakand.


    Spoiler: Resources
    Show
    The Salt (great) gathered from the Marilath is of remarkable purity. Locally it is used as a currency and to preserve meats. It's sheer abundance makes it the regions most significant export.

    The local inhabitants desire very little in the form of material wealth beyond what they have, but their diet of meat and whatever they can eke from the soil is exceptionally bland. As such, they desire Spices to add flavour to their meals.

    In a remote region of the Kirandrus Foothills, a vast quantity of celestial diamonds (good) has been uncovered. They are predominantly white, blue or blue-grey in colouration and are known as celestial diamonds due to their unrivalled clarity and the fact that they seem to emit a faint light. Scholars suggest that they may have similar properties to light crystals and could be the key in determining what it is that makes them luminous.


    Spoiler: Religion
    Show
    Similar to the Ashenites, the Kiranites have an animist view of the world, but unlike the Ashenites, they believe in a great spirit who rules over the sky and is lord of all other spirits. It is likely that this belief was adopted from cultural interaction with the Quill of Tar, a claim backed up as the Kiranites call this sky spirit Atorna, similar to the name Atur.





    Kyaralath
    Region forty-four

    Population: 879000


    Spoiler: Terrain
    Show
    Dry through the Summer months and blanketed in snow come Winter, Kyaralath is nevertheless a region of great agricultural value.

    In the West of Kyaralath stands the Veiled Wood, a vast forest of redwoods, often shrouded in fog. The trees here are among some of the tallest in the world, their height simply astonishing to those who have never seen their like before. The local people consider the forest to be protected by a curse and simply not worth the trouble to attempt to bring the trees down. Nevertheless, they make the occasional trip within to search for rare "ghost trees", stunted dwarf versions of the trees around them that have leaves of pure white. It is their belief that the leaves of such trees are an antidote to most poisons.

    In the centre of Kyaralath lie the Plains of Kyara. Nestled between the mountains and a great forest in the East, its soils are rich and support a variety of crops. Come the Spring, the rolling hills of the Plains are covered with a veritable rainbow of poppies known as Somnora that grow wherever the land is not otherwise occupied. Small stands of trees grow nestled between the hills and along the rivers.

    The mountains of Kyaralath are known for exposed formations of crystal, but none is more wondrous than the Dazzling Crevasse. This long crack in the mountains is filled with possibly millions of tiny, frail, light refracting crystals that become blinding when the Sun is directly overhead. People wishing to see this wonder of the world should best schedule their visit before or after the display reaches full brilliance to preserve their eyesight.

    While the majority of the inhabitants of Kyaralath are farmers, there exist a number of towns and cities, the most significant of which are Gran Kyara, the capital and seat of The Wise, and San Carasan, site of Carasan's Temple.


    Spoiler: People
    Show
    The people of Kyaralath, the Kyarans are humans of average height with skin that is neither light nor dark and hair that is brown in various shades. Their eyes are usually a copper colour. Of note however, is that their blood is poisonous to most other creatures by virtue of a colourless copper bearing substance in their blood. Contrary to common conception, their health is in no way affected by this.

    The people prefer simple attire, short tunics and trousers in soft greys and blues and un-dyed woollen cloaks. On feast days and harvest festivals however, they break out their finest clothes, dyed in all colours of the rainbow in vivid patterns. Both men and women wear poppies in their hair, preferring fresh flowers in the warm months and dried in the Winter. The Wise and priests usually tend to wear plain white robes when performing the duties of their office, but are otherwise indistinguishable from the rest of the population.

    The land is traditionally governed from Gran Kyara by a council of men and women known as The Wise. Any can sit of this council once they have passed the necessary tests set down in their sacred annals and known only to The Wise.


    Spoiler: Resources
    Show
    Across the Plains of Kyara, vast quantites of Somnora (good) grow wild. (The Hallucinatory Flowers have been officially renamed. Somnora is plural, Somnorum singular) These poppies have a number of uses, medical and otherwise. For medicinal purpose, a tincture is made from them which is then used as a potent analgesic, anaesthetic and antitussive. In addition, they are gathered and dried so that they can be smoked by the Kyarans who find the experience almost transcendental. In higher doses however, vivid hallucinations and nightmares can result. Fortunately, centuries of exposure has left the Kyarans resistant to these negative effects.

    While having enough metal to fulfil the modest needs of its inhabitants, Kyaralath is almost entirely lacking in Copper, which they desire for both cultural and religious reasons.


    Spoiler: Religion
    Show
    The Kyarans predominantly worship a god they call Carasan, the Guardian of Blood, who some say dwells at his Temple in the city that bears his name. None can say for certain, but they do know he saved them all from a ravenous dragon in ages past by turning their blood to poison such that the dragon would pass them over or risk death. The priests at his Temple go throughout the land and perform weddings, funerals and christenings, each dutifully recorded for the records of The Wise.





    Angan Anvale
    Region Forty-three

    Population: 759000


    Spoiler: Terrain
    Show
    Angan Anvale is dominated by two regions of forested highlands separated by a fertile river valley. The northern highland, the Karinthan, is the site of Heartgouger's Tower. Heartgouger's Tower is an ancient structure, seemingly carved directly from a seemingly natural outcropping of red and black marble. How the stone got there is unknown, but the level of artistry of the structure is readily apparent. The exterior surface is decorated with geometric patterns and the windows house delicate stone screens. The Tower is shrouded by legends. Some say it is the remnant of a titanic spear used to pierce Telluris, others say that it was built to reach the heavens and that the gods slew the builders such that their blood stains the tower. However, all agree that the builders are long gone and the Tower extends as deep below the ground as it does above. Ashenite scholars who examined the Tower report that is difficult to tell whether it was ever finished due to the disrepair of the upper levels and that even though they were unable to translate the inscriptions that line the passages, they were filled with a great sense of unease by them. Though that could have been due to the bloodstains on the walls and screams echoing from below...

    The southern highland, the Mazhigan, is likewise the site of a most curious phenomenon. In this case, not a tower, but a pit known locally as The Gate of Darkness. According to those brave enough to approach the pit, it is impossibly deep, potentially even bottomless. But that matters not as the pit seems to be the origin of the Voidbeasts that prowl the skies and forests, occasionally causing trouble for the local inhabitants.

    Nestled between these delightful geographic features is the Anvale, a highly fertile valley through which flows the River An. The majority of the Draganan live in this region where they make their living off the bountiful soil. They build their towns and cities on hills overlooking the river and the farmland to avoid damage from the annual floods.

    The most important city in the region is Angana, once known for its many shrines and orchards. However, the followers of Hartigan destroyed much of the city in a wave of religious cleansing and now a mere third of the city remains standing.
    Other important cities include Aphinkad, the site of the Shaman's Conclave, and Meningath, the main centre of trade with regions to the north and west.


    Spoiler: People
    Show
    The people of Angan Anvale, the Draganan, are predominantly dark skinned, referred to as burnt brown by those who wish to specify an exact tone. Likewise, their hair, which falls in long curls, is very dark and their eyes are so dark that one cannot distinguish between iris and pupil by sight alone. Of note is the people's resistance to tooth decay. This is due both to minerals in the groundwater, and also a much tougher tooth enamel than most humans possess that leads to both more resilient and sharper teeth. A small percentage of the population possess slightly enlarged canines. Most significant of their unusual characteristics is a much higher visual acuity combined with almost preternatural ability to know when they are being approached. These in combination make the Draganan exceptional scouts and hunters.

    The Draganan typically make significant use of leather in their clothing due to a shortage in cloth, with those in the towns preferring lighter garments than those who live beyond the city walls. Deerskin is the preferred hide of choice, and the Draganan typically make their coats to last for decades, each one becoming personalised over years of use. Those among the Draganan who pursue the occupations of shaman, hunter or warrior tend to paint their arms and faces to appease the spirits and win their favour.


    Spoiler: Resources
    Show
    The soil of the Anvale is very fertile, and Wheat (great) harvests are especially abundant. The excess has the potential of insuring great wealth for the region in the markets to the north.

    The forests and skies of Angan Anvale are host to strange creatures, seemingly from another world. The Voidbeasts (good) as they are called are only partly tangible and many would be forgiven for not seeing them in the dark or fog. They take many forms, shadowy mockeries of actual creatures, though a few are more common or noteworthy than others and deserve special mention. Fortunately, most are harmless, but those that are dangerous can kill a person with but one swipe of their phantasmal claws.
    The most commonly seen that take to the air are raven and songbird forms. Those most commonly seen in the forests are stag, wolf, tiger and rat forms. Rarely seen, but notable, forms are those of the bear, giant eagle, serpent and horse. Some are solitary and some come in swarms, but it is important to note that only wolf, giant eagle and rarely rat and raven forms have been known to attack. Other forms are possible, but are exceedingly rare.
    Unfortunately, or fortunately as some would consider, no method is known that would allow one to capture and tame a Voidbeast, but the hunting of them is still a worthwhile pursuit. Once a Voidbeast is slain by a hunter, its body will take on a more tangible form that allows their hides/feathers and blood to be gathered. The feathers and blood of such creatures fulfil a purely ornamental function after gathered, though some beings may find the taste of their blood interesting or exotic. Their hides on the other hand can be manufactured into high quality leather that is much stronger than the leather of regular animals and in addition has many curious properties that are not yet understood. Please note that while the flesh of Voidbeasts is not poisonous, the taste is best compared to ash with a hint of rotting meat.
    However, it is important to note that hunting said creatures comes with certain unusual challenges. As they are only partly tangible at any given time, the wounds inflicted on a Voidbeast by the sword or the arrow have unusual properties. It is quite possible for the blow to penetrate the outer layers of skin and muscle without damaging them and strike internal organs directly, while it is also possible for blows to pass through, only for one's sword to become stuck as what was once ethereal becomes tangible mid swing.

    Unfortunately, the presence of Voidbeasts makes the keeping of livestock a difficult task, and as such, the Draganan are in need of Cloth as they cannot produce any significant quantity themselves. If only it were possible to grow things to make into fabric...

    Now that peace prevails in the region, it is possible for the Draganan farmers to expand their range of produce. As such, they now cultivate sugarcane (good), a native plant that is sure to become popular abroad.


    Spoiler: Religion
    Show
    The Draganan believe in a multitude of spirits which they believe can be influenced and placated through ritual. Those among them who follow the way of the shaman spend much of their time in communion with nature in order to persuade the spirits to look favourably upon the Draganan and protect them from that which endangers them.
    Hartigan Biûrkahâd followed a violent interpretation of these beliefs that held that the people of Angan Anvale had turned to wickedness and that blood was the only way to placate the spirits. To this end, he whipped a substantial portion of the populace into a frenzy and ruled over the population through fear and violence. Fortunately, with the loss of his core of followers and his imprisonment and eventual death the population once again expresses their more peaceful traditions.





    Lacertia
    Region Forty-five

    Population: 787000


    Spoiler: Terrain
    Show
    The Dominion's land is almost entirely a frozen, mountainous wasteland. Most life in the region exists either in burrows within the mountains, or in the relatively mild valleys. Monstrous things are rumored to live at the unbearably cold peaks, but such things are usually dismissed as nothing more than legend.

    The Great Cavern: Also called the Great Burrow, many entrance points throughout the Narrow Peak Mountains lead to this same point. It is rich with ores, and as such is used as a massive mining facility, but it also serves as a strong defensive point, and has been used accordingly in the past. Strange, glowing crystals form in clusters throughout the cavern, which are commonly believed to grow over the graves of those killed in cold-blood. Some even say the crystals contain the power of these spirits, but none have been able to actually remove them from their clusters.

    The Hungry Fissure: An expansive pit that leads into the heart the Raging Mountain. Volcanic activity can be seen in the core, but there haven't been any eruptions in over a hundred years. In ages past, it was used to execute murderers, thieves, and heretics, feeding the fissure to calm the mountain. This practice died out, however, to save the trip whenever executions where to be practiced. Despite this, whenever a mass execution is to be held, sometimes the trek to the fissure is made as an act of remembering and honoring the ancestors.
    When the Kingdom of Ashenia established their authority over the region, the practice of mass executions was discontinued. As such events were already very rare, this has had little effect on the region.

    The Fields of the Elders: This valley was once the site of a great battle between two clan leaders. It is said that both armies died to the last, and the field is now a holy place where priests are ordained. Many make pilgrimages to the fields to pray and receive guidance from the ancestors. It is even said that if one can withstand the cold of the night, the spirits themselves rise from death and personally give advice and gifts to those before them.


    Spoiler: People
    Show
    The Lacertians are the carnivorous cousins to common lizardfolk, adapted to northern environments. Notably, they birth live young instead of eggs. They have black, jagged scales, and are somewhat tall by human standards, typically standing from 6-7 feet tall. They have long tails, some reaching 12 feet. Males are typically larger, and are distinguished by having 4 horns at the back of their skulls and a reddish tone from their throats to their bellies. Females do not have horns, and have a greyish-white tone for their underbellies. Lifespans can reach as much as 150 years, though the vast majority die long before this point, either in war, mining, or disease.
    Due to the conquest of Lacertia by Ashenia, the percentage of Lacertians dying before the end of their natural life has been reduced due to an overall ban on inter-clan violence and attempts at public health projects, though the latter initiative has not met with much success.

    Until very recently, the Lacertians lived as different clans, but in 345 they were unified through conquest by Potentate Kelarth, forming the United Lacertian Dominion. The ULD has very strong gender roles, with males taking roles in military, mining, and animal handling positions, and females taking roles as artisans, craftsmen, and priests.
    While the ULD no longer exists, the Ashenite administration has made no attempt to alter the Lacertian view on gender roles stating that it "is not the concern of the Crown to dictate the cultural evolution of its subject peoples."

    Male first names end in "th", while female first names end in "thi". A great insult is to add an "i" to a males name or remove it from a females, implying that individual is veering out of his or her strongly regimented cultural and gender role. Instead of surnames, males are given a trial at the age of 12, which they gain a title from if they succeed. At that time, they legally become citizens, and are expected to fight for their clan, though they are still children, and are often still treated as such. Through their life, they may gain different titles from more impressive deeds, which are used instead. Before their trial, males have the title "The Meritless". Females gain last names by their relationship to males. If married, they take their spouse's name with the hyphen -Sha, if his first wife, or -Sho if a later one. If unmarried, they take their father's name with the hyphen -Pa or -Po, depending on their mother's hyphen.

    Males reach maturity at the age of 16, and take their first wife at that age. Females develop slower, fully maturing at the age of 20, which is when they take their husband. Marriages are always performed on the summer solstice, and most clans have a specific area that all marriages take place in. At the solstice, those of age gather, and each 16 year old male chooses a 20 year old female (there are almost always many more females, as many males die either in their trials, or in the constant wars between the clans). Males must stay with their wife for life, however, if the female is displeased with her husband, she may leave, taking the children born to her and becoming a priest.
    Since the conquest, the wars between the clans have ceased, however the trials still claim the lives of many young Lacertians. No attempt has been made to prohibit the trials or lessen their severity. When confronted on this, the administration points to the blood rituals of the Priests of Carasan in Kyaralath which are just as dangerous.

    Despite recent unification, the clans of the Lacertians hold an uneasy peace with each other, with many past generations of fighting still remembered. This reveals itself especially at times of worship, as they must now also praise the dead of different clans, including those that had killed members of their clan. However, worshipping their leader, Potentate Kelarth the Conqueror (who is a god, or living-ancestor, in his people's eyes) typically comes immediately after worshipping their ancestors, and reminds them to keep their unity or risk angering their god-king.
    Despite the Kingdom of Ashenia's wish not to involve themselves too heavily in the cultural matters of the Lacertians, the worship of Kelarth has been deemed seditious by the state and has been discouraged.


    Spoiler: Resources
    Show
    The mountains of Lacertia are rich in many ores with Iron (good) and Adamantine (good) being particularly abundant.

    The most important domesticated animal of the region are the abundant Great Lizards (good). These are used as a source of meat, leather and eggs as well as being used as mounts and beasts of burden. However, being reptiles, they enter a state of dormancy (brumation) for the coldest two or three months of each year.

    The harsh climate of Lacertia reduces the availability of Medicinal Herbs. Few are able to grow there effectively, and those that do are either rare or have very short growing seasons.


    Spoiler: Religion
    Show
    The Lacertians worship their ancestors, venerating all past Lacertian people, with a preference for the ancestors of their specific clan. Each clan has a few particular heroes who are venerated above the other spirits, acting as the gods of the Lacertian religion over the common spirits, who function as guides and guardians.

    Additionally, their current leader, Kelarth the Conqueror, is viewed as a living ancestor. His actions and ability to unify the clans are seen as so great that he is venerated as though he was already a spirit, essentially acting as a god among mortals. He is also believed to be the bridge between mortals and spirits, and may commune with them in a much clearer and straight forward way than others, including the priests who train specifically for this duty.
    After the conquest of Lacertia by Ashenia, the worship of Kelarth has been heavily discouraged. The populace is currently disunited in regards to his status with some viewing him as a martyr and others decrying him for his inability to protect the land from foreign invaders. There is even a small movement, deemed heretical by almost all Lacertians, that revere the Monarchs of Ashenia as they were able to triumph over the living god that was Kelarth.

    Priests, who are always females, serve to interpret any warnings from the ancestors. They are not allowed to marry and take oaths of celibacy. As well as religious service, they also record history, act as judges, and raise all the children of all the clans until they reach age 12, during which time males undertake their trials and females go and learn their craft. Children spend all their time raised by the priests except for a two-week celebration each year, which they spend with their families. However, families may visit their children any day when the child is not being culturally educated.





    Intepeuh
    Region Forty-six

    Population: 834000


    Spoiler: Terrain
    Show
    The region of Intepeuh is split in half across its centre by a range of tall mountains that shelter the valleys of the South from the harsh Arctic winds. The North is dominated by a windswept plain known as the Sea of Frost. Despite the implications of the name, the land does support a sizeable population of reindeer that graze on grass and other plants with the winds blowing away most snow, leaving the frost covered grass accessible. However, the subsurface soil is predominantly locked in permafrost, preventing the growth of heavier vegetation that would provide shelter from the harsh winds. Nevertheless, the Fire Berapi have established the city of Frosthearth in the scant shelter of the foothills near to the burial mounds of a long forgotten people.

    The mountains that split the region are dominated by glaciers and snow filled passes, however, on the lower slopes but still high above the valleys, vast coniferous forests grow. This is where the Relketians make their home, surviving on the ample game and wild vegetables that thrive in the shelter provided by the trees. High up on the mountainside, the trees gradually become more twisted and sparse. The Relketians hold great respect for these ancient pines, believing them to be the resting places of their legendary ancestors. One in particular is granted special reverence. Located high above the others and bearing only a few needles, the White Watcher is visible from a vast distance against the black marble of the promontory it clings to.

    The two great valleys of the South, the Korasa and the Turat, are dotted by small towns and villages separated by fields, pasture and forest located above the rivers that thunder through the base of the valleys. The most important feature are the Falls of Miara that roar over a cliff of porphyry marble from the Korasa into the much lower Turat. Not far from the base of these falls stands the Golden City of Miaralan, so called due to the gold marble used in its construction.


    Spoiler: People
    Show
    Intepeuh lacks a distinct culture or ethnicity, instead being inhabited by three distinct groups.

    The North is populated solely by Fire Berapi colonists who settled on the icy plains. Though this group makes up only one tenth of the regional population, their influence on the region's history is undeniable. Previously ruled over by a royally appointed governor, this position has been replaced by an elected council. Of note is a large proportion of Berapi nobles present, but these individuals possess little wealth or power.

    The Southern valleys are home to a people know as the Miasans, an off shoot of the Kyarans of Kyaralath who settled there centuries ago due to religious differences with their kin. A predominantly isolationist and religiously devout people, they devote much of their time to farming the soils of the valleys as best they can. Unlike their Kyaran cousins, they have no tolerance for Somnorum, though their blood likewise contains the same copper content. Their traditional government meets in the city of Miaralan and consists of a council known as The True who maintain a rigid codex of law and act as priests of the goddess Miara. In direct contrast to the priests of Carasan and The Wise, they wear black robes and heavy fur caps in the Winter.

    The mountains separating North from South are the home of the Relketians, a population of Lizardfolk closely related to the Lacertians. As such, they share many of the cultural and religious practices of their neighbours with the interesting addition of male priests. Though they are outnumbered three to one by the Miasans and divided along clan lines, they have nevertheless resisted every attempt by the Miasans to conquer or convert them.


    Spoiler: Resources
    Show
    The mountains of Intepeuh are dotted with quarries that produce Marble (good). Predominantly white, but also found in grey, black, red, golden and purple varieties it is considered a building stone of exceptional quality.

    While the rivers of Intepeuh have plenty of fish, the needs of the population cannot be adequately met without depleting the existing stocks. As such, the Fish desired by the Berapi colonists will have to be sought elsewhere.


    Spoiler: Religion
    Show
    Intepeuh is a religiously diverse region with the Relketians following a system of ancestral worship similar to the neighbouring Lacertians and the Fire Berapi colonists adhering to the Doctrine of Flame followed in their distant homeland. Tensions between the local religious leaders of the Berapi and the Ashenite government have been somewhat smoothed by the introduction of laws that guarantee their right of worship.
    The Miasans worship a goddess known as Miara, the Guardian of Truth. This religion is much more strict than the worship of the Kyarans, though it bears many similarities with the same blood rites considered sacred to both groups. The origin of the schism between the two groups is unknown, though some legends speak to a falling out between Carasan and Miara that led her to take her devout followers into the mountains away from the temples and priests of Carasan. An important distinction between the two groups is that governance is separated from religious matters in Kyaralath whereas the Miasan Council of The True holds religious authority in addition to its secular powers.



    Placeholder information for Ascalaine:
    Ascalaine - 342000 - Shade Crystal - Refined Metal

    Placeholder information for Sulvan's Fury (vassal):
    Sulvan's Fury - 1,176,000 - Iron, Coal, Mithril - Food
    Last edited by Elemental; 2015-07-09 at 02:57 AM.
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    Barbarian in the Playground
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    Default Re: Empire! The Lands of Telluris (the fluff beyond the crunch)

    The Commonwealth of Lorvyn
    Leige State: The Sovereign Principality of Niskovia
    Protectorates: Fera, The Del'taihn Provinces

    Population: 9 280 000

    space reserved for flag

    Spoiler: Government
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    words

    Spoiler: International Agreements
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    more words

    Spoiler: History
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    and even more words



    The Sovereign Principality of Niskovia
    Regions 47A, 48, 77, 74, 111, 112 and 110; Kitsanth

    Population: 3 979 000



    Grand Prince Zoran of House Nisakovich, High Prince of the Niskan people, Honorary Elder of Valeriya, Prince of Karintiya, Prince of Kaspiyskiya, High Chief of the Felcath Clans and Potentate of the Severtian people by hereditary right of conquest

    Current Stats
    Diplomacy: 3
    Military: 6
    Curiosity: 7
    Faith: 4
    Luck: ?

    Spoiler: Current Ruler
    Show
    Having ascended to the throne just after mass tragedy struck House Nisakovich, Zoran had a great many expectations weighing upon his shoulders.

    Spoiler: Past Rulers
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    Grand Prince Vanya Nisakovich 384-444 (starting rolls; end stats)

    Diplomacy: 10
    Military: 4
    Curiosity: 10
    Faith: 6
    Luck: 3

    Vanya Nisakovich ascended to the throne in 384 after the untimely death of his father. He gained the throne over his older brother due to Artem's indiscretions and general unsuitability.

    Vanya is quite tall at 5'8", has the flame red hair of the royal family and amber coloured eyes. At official occasions Vanya, like all nobles, wears a black, floor-length gown, with an over-robe in his house colours.

    Grand Prince Zhenya Nisakovich 444-469 (starting rolls; end stats)

    Diplomacy: 10
    Military: 5
    Curiosity: 10
    Faith: 2
    Luck: 4

    Zhenya is the oldest grandchild of Vanya Nisakovich and the first Sovereign of her people in four generations to inherit without extenuating circumstances being a factor. She ascended to the throne in the year 444, at the age of 33 and is likely to serve a full term as the Sovereign of her people.

    Zhenya is just 5'3 - shorter than the average Niskan. She has vibrant green eyes and the flame red hair characteristic of her line. As the Grand Prince she wears the 'crown jewels' for official occasions - the royal crown, a simple unadorned silver circlet and a ring emblazoned with the Nisakovich crest.

    Grand Prince Jehan de Sebastian of House Nisakovich 469-532 (starting rolls; end stats)

    Diplomacy: 10
    Military: 10
    Curiosity: 10
    Faith: 10

    Jehan Nisakovich ascended to the throne in the year 469, at the age of 17, after the mysterious death of his cousin Zhenya.

    Spoiler: Succession Laws
    Show
    In order to be eligible to inherit the throne of the Sovereign Principality of Niskovia, an individual must fulfil several arcane criteria:
    • Must be acknowledged as a member of House Nisakovich
    • Must have at least 2 Niskan grandparents
    • Both parents must be considered members of the Niskan nobility
    • Must not have been disqualified from succession at any point
    • Must be at least 17yrs of age


    In the normal course of succession the throne will pass from a sovereign who has stepped down from their position to their preferred successor. If a preferred successor has not been named for some reason the throne will instead pass to the youngest eligible successor.
    For the purposes of succession, all direct descendants of a ruler are considered their children (and thus eligible for their stat bonuses) if born while that sovereign lives.


    Original Stats
    Diplomacy: 3
    Military: 4
    Curiosity: 3
    Faith: 4


    [Family Tree here]


    Region 47A, Niskovian Steppe
    population: 872 000



    Region Details

    Spoiler: Terrain
    Show
    As the name suggests, Niskovia is primarily a steppe, bound by nigh-impassable northern mountains and gently sloping hills in the south. Few trees manage to grow here due to the harsh winds that sweep across the plains.

    Derevo Valley: This vast and lengthy valley has long been a major settled region within Niskovia, the relatively flat land and wide river having made it easy to establish extensive farmland. In recent decades a number of major townships have also sprung up along the valley as increasing numbers of citizens leave the isolated mountain-top citadels or give up their nomadic lifestyles.

    Mount Shlyuz: In the north-west of Niskovia there stands an ancient volcano. For the most part this area is avoided due to old superstitions as the volcano has never erupted in living memory. However if one were seeking precious gems, the most outstanding of which are found in the gem mines nearby.

    Raykhenbakh Falls: Melt-water from mountains north of Niskovia plunges over a sheer drop of some 800 metres. The Nisakovich palace straddles the head of this waterfall. One of the palace's balconies provides a unique view of the falls, peering over the edge would reveal to a viewer the entirety of this mammoth drop as well as the many jagged rocks at the bottom. If a person were to fall from here their survival would be inconceivable. Diplomatic talks are often held on this balcony.

    Spoiler: People
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    The native people of the Niskovian steppe - known as Niskans - are faeblood humans. The average Niskan is about 5'4", slender with pale skin, pointed ears and sharp features. Their hair is generally either blonde or light red with white and darker reds being somewhat rarer - a Niskan typically keeps their hair long. Common eye colours are blue or grey though 'jewel tones' such as green, amber or purple are not uncommon in some areas.

    Niskan clothing is usually made from woven yak hair or yak leather and most articles are considered to be acceptable attire for either gender - though it is unusual for a child to wear a skirt or dress. A typical outfit consists of a simple long-sleeved shirt and pants or a long skirt worn under a knee-length quilted coat - the coat has either long sleeves or no sleeves depending on the weather. Sturdy boots, fingerless gloves and a wide leather belt finish the outfit off. Dresses are generally worn for formal occasions.

    Spoiler: Resources
    Show
    Yaks (good)
    • The foundation of the Niskan economy; a source of milk, butter, cheese, wool, meat, leather and bone

    Precious gems (good)
    • Found in abundance in the the caverns surrounding Mount Shlyuz; these gemstones are usually found in the colours of red, orange or yellow, there is some speculation of a mystical connection to the element of fire

    Star metal (good)
    • This meteoric iron is noticeably magnetic but much to weak to make good magnets and so is used instead as forged metal

    Engineers (good)
    • These specialists - some of Niskovia's most talented - seek employment abroad for greater challenges in a number of practical areas; their primary area of expertise is in making seemingly absurd ideas possible


    Import desire - wood
    • The windswept Steppe inhibits a lot of tree growth and for a long time available lumber has been largely restricted for use in funerary rites or by the nobility. Imports of lumber are sought to improve the everyday lives of the average Niskan

    Spoiler: Religion
    Show
    Niskans follow a non-centralised pagan religion that focuses on the concept and imagery of circles, paths and gateways.

    This religion is officially know as 'Kartina Zhizni' and colloquially as 'circle paganism'.

    Spoiler: Technologies
    Show
    Clockwork



    Region 48, Karintiya
    population: 530 000

    Region Details

    Spoiler: Terrain
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    pending

    Spoiler: People
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    Some of the people here are relatives of the Draganan (the people of Angan Anvale (region 43)), however there are several differences. These Karranan are for the most part pure-blood fae. A typical Karranan has grey skin, light coloured hair, silver eyes, pointed ears, very pointy teeth and possesses superior visual and auditory acuity to most species, as well as sharing Draganan's seemingly preternatural ability to know when they are being approached.

    Historically there has been ongoing contact between Niskovia and the Karranan for centuries - long before Karintiya became a province of the Principality in 411. It is believed that as much as 10% of Karintiya's population may have some Niskan ancestry. Exact numbers are hard to come by, as Karranan features tend towards being dominant and the Karranan don't track the ancestry of their clan members with the same diligence as Niskans.

    Spoiler: Resources
    Show
    Niskovian Vodka (good)
    • The finest vodka in all of Telluris is produced in northern Karintiya; this industry is the source of much of House Korošec's wealth

    Dyes (good)
    • The wildflowers of Karintiya's southern plains are harvested to produce vibrant colours in a veritable rainbow of colours - except for green as the local dyers have not been able to produce that particular colour


    Import desire - horses
    • Unlike Niskans, the Karranan are able horse-people, however there is not much variety in the local horses and so they seek to import foreign stock in order to supplement the local breeds

    Spoiler: Religion
    Show
    Shamanism - the Karranan follow a belief system that is similar in many ways to that of their cousins, the Draganan of Angan Anvale.



    Region 77, Valeriya
    population: 657 000

    Region Details

    Spoiler: Terrain
    Show
    Valeriya is a harsh, mountainous land.

    The Pozvonochnik Range: These distinctive mountains run almost parallel to Valeriya's coastline. As such they act as a massive windbreak, protecting the coastal plain from harsh icy winds that would otherwise blow in from the north.
    Molniya Headlands: These unusually shaped promontories jut out into a body of water that most believe to be an inland sea.
    Astral'noye Dveri: This massive standing ring appears to be an ancient artifact. It is inscribed with what appear to be stylised constellations and is large enough that one could march an army through it. Curiously an imitation ring was constructed in the Niskovian capital of Kishinev over 2 decades before any Niskan encountered this one. All the natives say when asked about it is some variation on the term 'bozhestvo'.

    Spoiler: People
    Show

    The natives of Valeriya are the Favn - western Fae. The Favn resemble Niskans in most aspects of their appearance, with a few particularly notable differences. They have long, pointed ears and green is a common hair colour and unlike Niskans prefer to wear their hair short. Also from the waist down their legs resemble a goats, complete with a shaggy pelt the same colour of their skin and cloven hooves but with a long cat-like tail. Favn also possess horns, usually these emerge from just below the hairline and sweep backwards.

    Favn clothing - what little they wear - is often adorned with fringes of their own hair. Aside from that, their clothing is primarily white - Favn covet foreign textiles, not for their colour or because they lack their own, but for the feel of different textures.
    Typical attire consists merely of a belted tunic as they tend to dislike pants due to finding them uncomfortable. No shoes are needed thanks to their hooves, though a Favn will wrap their lower legs with strips of leather if they expect to travel rough terrain.

    Niskan scholars believe that these fae could be ancestors of the Niskans.

    Spoiler: Resources
    Show
    Rock Juice (good)
    • A curious mistranslation, 'rock juice' would be more recognisable as 'oil' in the common trade language; this local oil is a thick, greenish, flammable liquid that seeps from the ground before accumulating in large pools

    Geliy Vapour (good)
    • A blue-ish mist that seeps from the ground in areas where rock juice is prevalent; when collected in proper containers it can be used as a lighter-than-air gas as it will drift away otherwise


    Import desire - textiles
    • The local Favn seek to import foreign textiles

    Spoiler: Religion
    Show
    Druidic philosophy and rituals.



    Region 74, Kaspiyskiya
    population: 724 000

    Region Details
    Spoiler: Terrain
    Show
    This low-lying region - to be cont

    Spoiler: People
    Show

    The native inhabitants of this region are the humans known as the Cassaan. Once a seafaring people, their homeland became landlocked centuries ago due to a change in the sea-level which revealed a narrow land-bridge. (Historians believe this may have occurred as a result of some cataclysmic event).

    Most Cassaan have dark hair, skin and eyes and for the most part will look like typical humans. However, it is not unusual to see individual Cassaan with more distinct features. Silver eyes, lighter hair, greyish skin, pointed ears and exceptionally good health all hint at Karranan heritage, whereas black hair and copper or ashen skin indicate some Maurani heritage. And some rare few may have gem coloured eyes and shining hair, revealing even stranger ancestry.

    Spoiler: Resources
    Show
    Dragon Flowers (good)
    • Used primarily in local herbal teas, these plants likely have greater medicinal applications

    Bunker Trees (great)
    • The locals primarily log these strange trees for use in their boats, foreigners have remarked that these vessels are particularly buoyant


    Import desire - felines
    • The Cassaan merely wish to have more of their great spirits close to them

    Spoiler: Religion
    Show
    Animism - specifically, the Cassaan believe that cats are the mortal avatars of great spirits whom originate from a higher plane of existance.



    Region 111, Tekoshkiya
    population: 375 000

    Region Details
    Spoiler: Terrain
    Show
    still pending

    Spoiler: People
    Show
    The inhabitants of this region are Felcath. (see the people tab under region 112 for more details)

    Spoiler: Resources
    Show
    Sabretooth Tigers (good)
    • As large as a horse and surprisingly friendly, these tigers have been partners to the local Felcath for centuries

    Wood (good)
    • The wood sourced here is largely from coniferous forests


    Import desire - Grains
    • Tekoshkiya's terrain is prohibitive to large-scale agriculture and so the Felcath seek imports of foreign grain in order to have some more variety in their diets

    Spoiler: Religion
    Show
    still pending



    Region 112, Serdtsezimiya
    population: 544 000

    Region Details
    Spoiler: Terrain
    Show
    Ruins of Mestodoblesti: Once a vast city, these ruins stretch from the western shore of Lake Yablokilze up into the mountains. The architecture is unlike anything found throughout the Niskovian Realm.
    Zubchatyye Mountians: These treacherous mountains make travel between the Ochaga Plain (where much of the populace lives) and the Ledenik wastes almost impassable.
    Lednik Wastes: This harsh glacial expanse encompasses almost two-thirds of the region. Very few people make their homes in this area.

    Spoiler: People
    Show

    Serdtsezimiya is the homeland of an unusual fae variant - the Felcath, a people with feline characteristics. A typical Felcath individual is tall (6' on average) with a lithe, yet wiry physique.

    Spoiler: Resources
    Show
    Stone (good)
    • The stone sourced here is primarily sandstone

    Wood (good)
    • The wood sources here is primarily from the lowland hardwood forests


    Import desire - furs

    Spoiler: Religion
    Show
    still pending



    Region 110, Kseverumestia
    population: 277 000

    Region Details
    Spoiler: Terrain
    Show
    pending

    Spoiler: People
    Show

    The Severtians are lizardfolk, distantly related to both the Lacertians and the Relketians. Due to ideological differences they split off from their Lacertian cousins decades before the unification of 345 in order to escape cultural persecution. They lived in isolation until Niskovian explorers began arriving after the year 441. As such the Severtians have a culture that is notably different to that of their cousins. As a matriarchal society, each clan is led by the eldest female. The females perform most of the hunting and defence of the clanholds. Typically males watch over the clan's children and fight only in wartime. Curiously, their religion is still very much like that of their cousins.

    Physically Severtians look very similar to Lacertians, mostly due to their split being relatively recent. Still, there are a few differences; Severtians typically have smoother scales that are greyish rather than black and though male Severtians lack horns they are still larger than their female counterparts.

    Spoiler: Resources
    Show
    Obsidian (good)
    Geese (good)

    Import desire - Shiny objects

    Spoiler: Religion
    Show
    Ancestor worship - the Severtians follow tenets that are very similar to those of their distant cousins, the Lacertians and the Relketians. There are a few key differences, the most notable being that only the males can become priests.
    Last edited by Kitsanth; 2015-06-25 at 10:29 AM.
    Quote Originally Posted by TheWombatOfDoom View Post
    I believe when looking at a southern region, all you need to do is flip a coin. On heads - it belongs to the Salterri Imperium. On tails - it will SOON belong to the Imperium.

    31 regions...sheesh.

  11. - Top - End - #11
    Barbarian in the Playground
    Join Date
    Nov 2012
    Location
    higher plane of existence

    Default Re: Empire! The Lands of Telluris (the fluff beyond the crunch)

    Spoiler: Trade
    Show
    Niskovian Steppe (region 47A)
    Exports
    • Yaks (2/3):
      • Vennland (region 64A), Kingdom of the Carmine Sea
      • Nyroth (region 3), Union of Radurjic Republics
      • available
    • Precious Gems (3/3):
      • Vythau (region 78), Fera
      • Galomyr (region 90), Seaborne Confederation
      • Crima (region 23), Tyranny of New Crima
    • Star Metal (2/3):
      • Fraezeid (region 75), Fera
      • Tar (region 24), Seaborne Confederation
      • available
    • Engineers (6/6):
      • Maur (region 73), Ash-Kingdom Maur
      • Selyra (region 32), Kingdom of Serendel
      • Indica (region 132), Kingdom of the Silver Moon
      • Razdis (region 13B), Razdissi Underpire
      • Galomyr (region 90), Seaborne Confederation
      • Crima (region 23), Tyranny of New Crima
    Trading Posts
    • Engineers, established by Fera
    • Yaks, established by Fera

    Trade Post Imports
    Vatn-Dauths, Fera (Halja (region 47B))
    Aizium, Fera (Neo Scandza (region 76A))

    Imports
    import requirement: wood
    • Wood, (Serdtsezimiya (region 112))
    • Wood, Seaborne Confederation (Tar (region 24))
    • Wood, Union of Radurjic Republics (Genivana (region 9))

    Dragon Flowers, (Kaspiyskiya (region 74))
    Oysters, (Kaspiyskiya (region 74))
    Geliy Vapour, (Valeriya (region 77))
    Rock Juice, (Valeriya (region 77))
    Geese, (Kseverumestia (region 110))
    Stone, (Serdtsezimiya (region 112))
    Luftus Nochenwaurm, Fera (Halja (region 47B))
    Alchemical Components, Fera (Hleibjan (region 79))
    Platinum, Del'Taihn Provinces (Cantroth (region 113))
    Sheep, Del'Taihn Provinces (Cantroth (region 113))
    Tar, Del'Taihn Provinces (Cantroth (region 113))
    Maur's Skin, Ash-Kingdom Maur (Maur (region 73))
    Steel, Ash-Kingdom Maur (Maur (region 73))
    Divining Sapphire, Ash-Kingdom Maur (Dinarii (region 115))
    Glass, Kingdom of Serendel (Grmanhil (region 31))
    Discordian Rock, Kingdom of the Carmine Sea (Discordia (region 63A))
    Coal, Kingdom of the Carmine Sea (Tuhiland (region 126))
    Papyrus, Kingdom of the Carmine Sea (Vennland (region 64A))
    Ambrosia, Kingdom of the Silver Moon (Indica (region 132))
    Mithril, Razdissi Underpire (Razdis (region 13B))
    Fish, Salterri Heartlands (Penoccident (region 38))
    Sages, Seaborne Confederation (Galomyr (region 90))
    Nitrates, Seaborne Confederation (Sea of Glass (region 130))
    Pegasi, Tyranny of New Crima (Crima (region 23))
    Grain, Tyranny of New Crima (Crima (region 23))


    Karintiya (region 48)
    Exports
    • Niskovian Vodka (2/3):
      • Jarrland (region 62A), Kingdom of the Carmine Sea
      • Penoccident (region 38), Salterri Heartlands
      • available
    • Dyes (1/3):
      • Fraezeid (region 75), Fera
      • available
      • available
    Trading Posts
    • vacant
    • vacant

    Imports
    import requirement: Horses

    no other imports


    Valeriya (region 77)
    Exports
    • Rock Juice (3/3):
      • Niskovian Steppe (region 47A)
      • Maur (region 73), Ash-Kingdom Maur
      • Tuhiland (region 126), Kingdom of the Carmine Sea
    • Geliy Vapour (3/3):
      • Niskovian Steppe (region 47A)
      • Valterre (region 70), Kingdom of the Silver Moon
      • Jewelled Cities (region 25), Seaborne Confederation
    Trading Posts
    • Geliy Vapour, established by Fera
    • vacant

    Imports
    import requirement: Textiles
    • Tangleweave Spiders, Fera (Fraezeid (region 75))
    • Gossamer Weave, Union of Radurjic Republics (Nyroth (region 3))

    Sung Blossoms, An Nádur (Ti Kathuan)
    Cliffhorn Goats, Salterri Heartlands (Penoccident (region 38))


    Kaspiyskiya (region 74)
    Exports
    • Dragon Flowers (3/3):
      • Niskovian Steppe (region 47A)
      • Vythau (region 78), Fera
      • Ayava (region 11B), Union of Radurjic Republics
    • Bunker Trees (2/6):
      • Fraezeid (region 75), Fera
      • Tuhiland (region 126), Kingdom of the Carmine Sea
      • available
      • available
      • available
      • available
    • Oysters (1/3):
      • Niskovian Steppe (region 47A)
      • available
      • available
    Trading Posts
    • Dragon Flowers, established by Fera
    • vacant

    Imports
    import requirement: felines
    • Sabretooth Tigers, (Tekoshkiya (region 111))

    Stone, (Serdtsezimiya (region 112))
    Wood, (Serdtsezimiya (region 112))
    Ships, Seaborne Confederation (Jewelled Cities (region 25))
    Rit Phal, Union of Radurjic Republics (Ayava (region 11B))


    Tekoshkiya (region 111)
    Exports
    • Sabretooth Tigers (3/3):
      • Kaspiyskiya (region 74)
      • Fraezeid (region 75), Fera
      • Ti Kathuan, An Nádur
    • Wood (2/3):
      • Cantroth (region 113), Del'Taihn Provinces
      • Maur (region 73), Ash-Kingdom Maur
      • available
    Trading Posts
    • vacant
    • vacant

    Imports
    import necessity: Grains -

    no other imports


    Serdtsezimiya (region 112)
    Exports
    • Stone (3/3):
      • Niskovian Steppe (region 47A)
      • Kaspiyskiya (region 74)
      • Fraezeid (region 75), Fera
    • Wood (3/3):
      • Niskovian Steppe (region 47A)
      • Kaspiyskiya (region 74)
      • Hleibjan (region 79), Fera
    Trading Posts
    • vacant
    • vacant

    Imports
    import necessity: Furs

    no other imports


    Kseverumestia (region 110)
    Exports
    • Obsidian (0/3):
      • available
      • available
      • available
    • Geese (2/3):
      • Niskovian Steppe (region 47A)
      • Maur (region 73), Ash-Kingdom Maur
      • available
    Trading Posts
    • vacant
    • vacant

    Imports
    import necessity: Shiny Objects
    • Zjörnu Bruka, Fera (Neo Scandza (region 76A))

    no other imports

    Spoiler: Tech Table
    Show
    Technology Acquired Resources Trade-able
    Clockwork 16 yes - native yes
    Griffon-riding 17 yes - imported yes
    Mithril-forging 17 yes - imported yes
    Airships 17 yes - native no
    Hovercraft 17 yes - native no
    Ocean-faring Ships 17 yes - native yes
    Plate-armour 17 yes - native yes
    Printing-press 17 yes - native no
    Sewage Systems 19 yes - native yes
    Magnets 19 yes - native yes
    Automata 20 yes - native yes
    Steam Power 21 yes - native & imported no
    Lenses 21 yes - imported no
    Raaneki Diplomacy 22 yes - native yes
    Calculus 24 yes - native & imported yes
    Aerial Naval Carrier 25 yes - native yes
    Blackpowder 25 no yes
    Oracles 25 no yes
    Medicine 27 yes - native yes
    Steam Train 27 yes - native & imported conditionally
    Prosthetics 27 yes - native yes
    Physics 28 yes yes
    Efficient Building 28 yes - native yes
    Aerial Infantry Harnesses 29 no conditionally
    Refrigeration 29 no yes
    Mysticism Studies 30 no yes
    Loaders 30 no yes
    Arqebi 33 no no
    Adv. Agriculture 34 yes no
    Inspired Militia 34 yes yes
    Appertisation 35 yes - imported yes

    Spoiler: A Niskan History
    Show
    Much of the history of the Niskan people has been lost over the centuries. The following is an amalgamation of various legends, a compilation that most Niskan scholars believe to be closest to the truth of our origins.

    A great many lifetimes ago our ancestors were servants of a vast empire ruled by beings of incredible beauty and vast magical talent.

    Our tale begins at the end of those days.

    The empire is in decline, the immortal ruling caste is fading. In the early days of their empire they had sought immortality and gained it! They had tied their magic, their very lives to the magic of the land. Eventually, they began to draw on their magic for increasingly excessive use, for they had forgotten the dangers of such frivolous use. Their land was now dying and they were responsible for their own decline as well.
    Those people were elves.

    A young elven half-breed* known as Nisha had been suffering from recurring dreams. A voice had been calling out to him as he slept, night after night, always saying the same words 'you must gather your people and travel far from this place, travel until you reach a land scarred by the heavens, if you remain in this place, you will all perish'. But Nisha could never recall these words upon waking.

    Things were growing worse, elves of the ruling caste began to make less appearances in public, more and more elven half-breeds disappeared without leaving any trace. Fear was rampant throughout the land.

    *to be cont.*

    (*half-breed is something of a misnomer. The term was likely applied to any with even the tiniest amount of non-elven ancestry)
    Last edited by Kitsanth; 2015-05-20 at 08:01 AM.
    Quote Originally Posted by TheWombatOfDoom View Post
    I believe when looking at a southern region, all you need to do is flip a coin. On heads - it belongs to the Salterri Imperium. On tails - it will SOON belong to the Imperium.

    31 regions...sheesh.

  12. - Top - End - #12
    Bugbear in the Playground
     
    WaylanderX's Avatar

    Join Date
    May 2011
    Location
    Place of Utter Chaos
    Gender
    Male

    Default Re: Empire! The Lands of Telluris (the fluff beyond the crunch)

    The Hurosha Empire


    This information is outdated. For the latest region posts and fluff see this thread.


    General Hurosha Information:

    Spoiler: Unit types and the Arches commanding them:
    Show

    Kasumor:
    • Mushi Heishi (Cloudiz) (Insect Soldiers) Commanded by Orion Airguard, Arche of the Eastern Skies.
    • Blade Priest/Scholar Legion Commanded by Nyllana Earthguard, Avatar of Balance, Headpriestess of Ashmar, Arch of Faith.


    Zargrim:
    • Tarneidga'Soudor (Hover Troopers) Commanded by Ruok Korson, Arch of Steel and Knowledge.
    • Gorhal Mester (Ship Masters) Commanded by Rijjik Jikson, Arch of the Waves.


    Gwrîstin:
    • Doar'Brezelar: (Warlike Continents) Commanded by Crëag, Arch of the Living Earth.
    • Devowria an Noar: (World Devourers) Commanded by Crëag Arch of the Living Earth.


    Keldagrim:
    • Luftsoldaten (Air Soldiers) Commanded by Kerrin Darkhammer, Arch of the Western Skies.
    • Bodensoldaten(Ground Soldiers) Commanded by Herrin Grimhammer, Arch of the Thundering Anvil.


    Shikurai:
    • Mushi Heishi (Elven) (Insect Soldiers) Commanded by Marron, Arch of the Southern Skies.
    • Tarneidga'Soudor (Hover Troopers) Commanded by Lyana, Arch of the Swift Wind.


    Tekorva:
    • Ninja Tai (Ninja Squads) Commanded by Yr Earthguard, Arche of Shadows.


    Spoiler: Great Projects and their completion:
    Show

    *=affecting multiple regions

    Kasumor:
    • Academy of Culture and Prowess (Cur, 5/5)
    • Academy of Culture and Prowess Expension (Cur, 3/5)
    • Renovation Shintouite fortresses (Mil, 2/2)
    • Insect Megafauna Research for Nyllana Ascension (Cur/Faith, 5/5)
    • Construction giant airship/carrier (Mil, 5/5)
    • Temples of Ashmar in all Major cities (Faith 5/5)*
    • Codex for laws and customs for within the Hurosha Empire (Dip, 2/2)*


    Zargrim:
    • Zargrim Shintouite defenses (Mil, 5/5)
    • Orichalcum research (Cur, 2/2 with help of Salterri)
    • Temples of Ashmar in all Major cities (Faith 5/5)*
    • Schools that teach the teachings of Ashmarism (Faith 2/2)*
    • Codex for laws and customs for within the Hurosha Empire (Dip, 2/2)*


    Gwrîstin:
    • Temples of Ashmar in all Major cities (Faith 5/5)*
    • Codex for laws and customs for within the Hurosha Empire (Dip, 2/2)*


    Keldagrim:
    • Temples of Ashmar in all Major cities (Faith 5/5)*
    • Schools that teach the teachings of Ashmarism (Faith 2/2)*
    • Codex for laws and customs for within the Hurosha Empire (Dip, 2/2)*


    Shikurai:
    • Temples of Ashmar in all Major cities (Faith 5/5)*
    • Schools that teach the teachings of Ashmarism (Faith 2/2)*
    • Codex for laws and customs for within the Hurosha Empire (Dip, 2/2)*


    Tekorva:
    • Temples Ashmar in all Major cities (Faith 5/5)*
    • The Nightgate (Faith, 5/5)
    • Schools that teach the teachings of Ashmarism (Faith 2/2)*
    • Codex for laws and customs for within the Hurosha Empire (Dip, 2/2)*


    Kasumor
    Region 4A, WaylanderX


    Original Rolls: Here.



    Name: Ryena Fireguard
    Year of Coronation: 475
    Age at Coronation: 60 (Appearent age around 20)
    Title: Eienguard of Kasumor, Empress of Hurosha

    Stats: See the Ruler's Table.


    Population and Armies: Here

    Earthguard Family Tree


    Fireguard Family Tree

    Spoiler: Terrain
    Show
    Kasumor is an ancient and mysterious place. It's lands, which was special even at the beginning of times, were made even stranger by its people by techniques long forgotten. Experimental plants and animals can be found all across Kasumor, but behave like normal animals for the most part. On the contrary, they are a normal part of the life cycles and ecosystems there, fulfilling roles just like any other ecosystem. Underground, although not as strange, houses some of the weirdest minerals and substances ever seen, just as Shintouite, also known as Impact-rock, which increases in strenght and durability the more stresses are applied to it. This is the main reason why most of the Kasumorian fortresses are still standing today unbreached, their walls have become so solid over the years that they are virtually impenetrable.

    • Kasumi Plains: These wide plains of grass are home to a very strange species of flower, which resembles a dandelion, but instead with white leaves and round instead of elongated seeds. The featherlike structure which it used to spread the seeds more resemble clouds then vibres. When these spores are in the air, when inhaled, they put the inhaler to sleep for exactly 48 hours after exposure. Nobody has found out why. However, it is evident that the inhaling process is needed for the seeds to germinate after they have been exhaled and enduced their sleep. The plains in its enterity, which comprise about 25% of the south-west of the country, consist of rolling hills covered with grasses with here and there a group of adepted wildlife that became resistant to the seedlings of this plant, such as highlands or wild horses. Note that these groups only live around the edges of the terrain and because of the inability to produce sufficient effective seed-blockers, nobody knows what lies in the hart of the land.
    • Shintouite Mountain Range/Mines: In the northern regions of the country, resembling a normal mountain range, the stone mined from here is far from ordinary. This particular stone hardens when more pressure is applied to it, provided the stone is strong enough to withstand the initial impact. The stone starts out soft (around chalk hardness), but by slowly ramping up the pressure exposure, it can become almost infinitely hard and durable. This also means that how older a structure is, the more solid it becomes and as such also more resistant to wear and tear, including winds and water damage. Most Kasumor “ruins” are still in pristine condition. The mountains themselves are weathered at the top, but still very steep and high when compared to mountain ranges of the same age, due to the strengthening effect.
    • Verandil Forest: A weird place, this forest looks normal on the outside but is home to a large variety of wildlife not seen anywhere else. Nobody has made a good list of the species present, but they include huge size vermin, plant-animal hybrids and even human-plant hybrids. The forest itself resembles a European temperate forest and is located in the centre of the country. From here, they access to several species of huge vermin (which are more intelligent then their small kind due to the experiments of old), of which the huge mantis and huge stag-beetle have been the most wanted. The mantids are used as mounts, while the stag-beetles are more used as walking battering rams.


    Spoiler: People
    Show

    Because of their martial upbringing, most Kasumorians are also quite muscular. The women of Kasumor however, are revered and known far and wide for their beauty and grace, which can turn into deadly grace when confronted with an enemy (Kasumorian women are kind off a hard catch).
    Despite this reliance on the martial side of life, there are also a fair amount of scientist-priests arround. When a warrior grows old, they tend to take up the task of combining science with faith, creating all kind of fabulous and ingenious contraptions, mostly based around heat and fire.

    As denizens of a country that takes great pride in it's martial prowess, lore and diplomacy, the inhabitants of Kasumor are a rough, disciplined yet strangely cheerfull people. They are led by the Shïnguard, a leader who serves as a king aswell as a marshal in battle. Beneath him are the three Arches, which serve as generals under the Marshal. These three generals are themed after the remaining three elements and have a corresponding flag.

    They excell at fortifying themselves in a place to wear out the enemy with the help of their Shintouite defensive machinery. If that is not an option, they are also very skilled with a weapon. When pressed for combat, they tend to dissuate the enemy into dueling, to minimize the bloodshed.
    Sometimes, they also fight mounted on huge praying mantids, slashing with their sword in perfect cadence with the claws of the mantids. This is not common, as having a praying mantis as a mount is a sign of great prowess in battle and is only awarded to the greatest fighters of the land. However, the royal guard consists of 444 men and a praying mantis for each, making them feared in battle.

    The population is concentrated in the capital, Earthome, where the Earthguard also resides. Earthome is located in the middle of the country (in the broad righter area), around 30 miles from where the Kasumi plains begin, which also makes it a magnet for any alchemists and weapon experts trying to weaponize the strange sleep inducing flower.

    Also, there are 4 large fortresses at the borders: Earth, Wind, Fire and Waterguard. Earthguard and Fireguard are situated along the western border, while Windguard and Waterguard are situated along the southern border. They are all around 300 years old, making the Shintouite from which they are made very sturdy and virtually immune to conventional siege weaponry, but not yet totally unbreakable. However, due to a low population, only fortress Earthguard and Waterguard are manned in the current day.

    In the way of village structure, they all have a Shushan, which is a sort of elderly figure, wise and experienced, who leads the village and handles local infrastructure and military matters. This Shushan is chosen by the village people themselves and is then appointed for 7 years.


    Spoiler: Resources
    Show
    Kasumor's resources:
    • Huge Vermin in the forest, together with game and berries.
    • Shintouite from the mountains. Explanation about Shintouite:This particular stone hardens when more pressure is applied to it, provided the stone is strong enough to withstand the initial impact. The stone starts out soft (around chalk hardness), but by slowly ramping up the pressure exposure, it can become almost infinitely hard and durable. This also means that how older a structure is, the more solid it becomes and as such also more resistant to wear and tear, including winds and water damage. Most Kasumor “ruins” are still in pristine condition. The mountains themselves are weathered at the top, but still very steep and high when compared to mountain ranges of the same age, due to the strengthening effect.
    • Alchemical compounds from the Kasumi plains. This includes Sleepflower Pollen (Sleep inducing pollen, see Kasumi plains), Burnflower Extract (Parts of the leaf that leaves nettlelike burns, but lasts for a couple of days) and Glitterflower Petals (Glittering dust made from dried petals which reflect light inside the cloud, blinding somebody in the cloud when used during the day or in places with alot of light).
    • Plant Sheep: A strange species of sheep was found in the heart of the Kasumi Plains. Instead of wool, they have cotton as winter-fur. Also, the species is entirely plant based, making this the first moving plant the Kasumori have seen.
    • Minor resources in Kasumor include: Wood, Fish and Stone.
    • However, Grains and Lifestock are rarely found within Kasumor itself. There is some being grown on the plains, but not enough to sustain the population. This is not much due to their military nature. The mostly rely on trade with surrounding countries for their food.


    Spoiler: Religion
    Show


    Heraldry of Ashmarism

    They are a fairly religious people, who worshipped the Lord of Fire in the past as a god of Renewal and the keeper of the cycle of live. However, they also strived for martial prowess and technological advance and believed that faith and technology go hand in hand when combined directly. By some it is even believed that they can be used to strengthen each other. As such, in ancient times, the Kasumori thought that another set of gods had to be present to complete the circle and to hold the balance.

    In 341, a new religion was founded by Shïnguard Marius Earthguard, solving the problem of balance. This religion focuses on scientific progress together with a great respect for life and life energy. The deity the Kasumori worship is Ashmar. Details below.

    Faith name: Ashmarism
    Diety name: Ashmar, the Lord of Progress and Life
    Other Names: Guardian of Prowess, Keeper of Skill, Protector of Kasumor.
    Portefolio (Major): Life, Progress, Prowess, Air, Water.
    Portefolio (Minor): Fire, Earth, Metal

    Ashmar is the god of Life, Progress and Prowess. In the Kasumori tongue, he is the one who guards the holy trinity of Inochi, Hakobi and Gouyuu (Life, Progress and Prowess). He keeps his aspects at his side, being called the Ones who Guard. At his one hand, the One who guards Fire, the guardian of the spark of life. At his other, the One who guards the Earth, the guardian that allows progress. Ashmar himself guards the means to use the other two, Prowess and guards the remaining two elements, Air and Water, keeping the balance.

    Ashmar values skill over all else and it is believed that if you have the skills, the means to use those skills to the fullest will eventually present itself, being seen as a visit from reflections of the Ones who Guard. This includes martial prowess, academic prowess and craftsmanship.

    In effect, the Lord of Fire is seen as the One who guards Fire, so the Lord of Fire is still present in this religion in a way.

    The sect of Ashmarism consists of three different branches of priests. These are the Odochi, the swordpriests, the Kogei, the craftpriests and the Gakusha, the sage-priests. The three sects work in harmony to achieve the highest level of prowess, the Choten.

    All the sects are led by a priest of their order who is considered to have reached Choten, which in turn are under the one who is considered to be a master of all three, the Shinguard or Eienguard themselves. Before the Shinguard or Eienguard takes the Imperial throne, they must be schooled in all three the disciplines, which takes about 30 years in total. Training starts at a very young age, around 4 years old. It takes about 10 years to master each different segment. However, Ashmar dictates prowess comes from within and will show itself given the chance. Therefore, to not put too much pressure on the soul, the student is required to take at least a third of the day for self-enjoyment and relaxing. The Emperor or Empress is thereafter the head of the religion for the rest of his or her days. However, if a way to preserve the Choten of previous religious leaders, the spiritual leaders might just take that chance.


    Spoiler: Technologies
    Show
    Kasumor is currently at the early Medieval stage, with the additional technologies: Giant Vermin Taming, Plate Armor, Ocean Faring Ships, Raaneki Diplomacy, Shintouite usage, Kralax Riding.


    Spoiler: Race
    Show

    The people of Kasumor mostly have a tall build, both the men and women. They mostly measure around 1 meter 90 in the case of men and 1 meter 80 in the case of women. They are not very tanned due to living near the mountains and tend to have big eyes in comparison to their more southern counterparts. This is one of the reasons the women are considered one of the more beautiful women in the world.

    Also, a strong influence of Fey blood courses through the entire race, coming from a race called the Cloudiz. This race consisted of humanlike fey, with a human torso, wings of a dragonfly and the tail of a fish, abeit a long and elegant tail. This bloodline is most prominent in the royal bloodline of the Earthguards, whose name is derived from the fact that these fey were seen as the guardians of the land. Also, this is most likely the cause of the almost supernatural beauty of the women in this country. Finally, most strangly, the supernatural aspects of their fey heritage manifest mostly (but not exclusively) in females, causing them to have gills, dragonfly wings, fishtales and in extreme cases all of the before mentioned, somehow producing a fullblooded Cloudiz. It is also said that these half or full-bloods, either male or female, have a great affinity for magic, but the scholars of Kasumor have yet to figure out how to harnass this potential. When born with Cloudiz charactaristics, they are greatly revered by the populace and often sit high in the hierarchy. Their Cloudiz blood is also the cause that the people of Kasumor live 50% longer than normal humans. Their maximum age lies somewhere around 150, with 120-130 being the average.

    The Cloudiz are great swimmers and flyers, but can't move on land to well. When needed to move on land, for example for diplomatic reasons (Looking somebody in the eye while walking through the palace gardens is better then flying around at random), they do so in a snake/lamia like fashion, using s-shaped motions to move forward. Before the Calamity, they inhabited Verandil Forest in the numerous giant trees and streams found in the area. They were known for being mystics, able to predict the future and see far away events by peering into pools of water. However, after the Calamity, this knowledge has been lost, although scholars are on the verge of a breakthrough, or so they claim. Also, because of their kindness and peerless beauty, expecially of the female Cloudiz, alot of Kasumi men ventured into the forest to try and find the love of their life. Surprisingly, around 50% of the time, the man in question walked out of the forest a couple of months later with his Cloudiz betrothed by his side. Because of the relatively high percentage of Cloudiz-human marriages in that age, Cloudiz-blood is quite prevalent in Kasumor. What is even weirder, once in a while, two parents who have Cloudiz blood in their bloodline give birth to a fullblood Cloudiz, with all the features and abilities of his/her fey ancestors. What process drives this is currently not known. The more Cloudiz blood present in the individual, the longer they live. Average maximum lifespans are like this: Zero Cloudiz Features, 150 years. One Cloudiz Feature, 200 years. Two Cloudiz Features, 250 years. Three Cloudiz Features, 300 years. It is know that full blooded Cloudiz lived on average for 400 to 450 years.

    The Cloudiz race as a whole have been missing since a few generations ago (around 350 years), after stopping a huge magical Calamity in the Shintuite mountains. They stopped the rampant magic, but at the cost of the life of most of their kind. Furthermore, the residual magic settled down in the mountains, infusing with the rock there to form Shintuite, which is used all over Kasumor for its defensive properties.


    Stylized depiction of a Cloudiz
    Image by ald3n


    Spoiler: Major Settlements
    Show

    Earthhome (Population 20.000)


    As the traditional seat of the Shïnguard and the city that lies the most central of all major settlements in the country, Earthhome is a blooming city for trade, militairy training and religious purposes, as well as being the place where the Shïnguard keeps him watch on the country to ensure the happiness and safety of his people. It is divided into an Inner City, which hold the Kyuden, which is the palace/keep in which the Shïnguard resides, the Library of the Ancients, a library which even holds some documents written by the Cloudiz people when they were still prominent as a race. For the rest, it hosts a big tower with a platform on top, which is used to facilitate transport with the help of the giant insects Kasumor is known for. The houses here are organised nearly into a circle-ray pattern.
    On the outer side, there is the Outer City, which is a disorganised mess of streets. This is to throw off any enemy advance who wants to take the Outer city. Because of this, signs stand around in most areas showing the directions to most major commodoties in the city. These are removed as soon as the city is under attack. Most smithies are located in this area, as well as most stables and craftmen, making this the primary area for trade. The outside of each area is surrounded by a big wall of around 20 meters high, made out of blocks of solid rock (not shintouite).

    Shintine (Population 4000)


    A quiet mining town, north of Earthhome. Life here is quiet and peacefull, with the citizens of the town making a living of mining blocks of shïntouite of varying sizes. Once in a while, traders from Earthhome come to buy or trade the shintouite they mined for a reasonable price, while also bringing entertainment and luxury goods with them for the villagers. The people here are also excellent guides for passing the Shintouite mountains for anyone who isn't willing to take the long route to Keldagrim.

    Kasumin (Population 6000)


    This village is the only centre of crop growing in whole of Kasumor. They primarily produce grains and cattle for themselves and the citizens of Earthhome, but do not have enough productivity to supply the entire country with it. Also, because Kasumin lies very close to the Kasumi Plains, they use the sleep inducing pollen in combination with blow-darts to ward off threats to their cattle. Once every half year, on the Day of Mystery in the Pyrith of Mystery, they organize the greatest one-day festival in the whole of Kasumor, known as the Sakaru Mitsura. Hundreds if not thousands of Kasumorians come to join the festivities and have a good old fashioned good time. Sometimes, even the Shïnguard joins in under a disguise to get rid of all the burdens of leading the nation for a while. Marius Earthguard, for example, tends to attend the festivities in disguise once per year and drinks, laughts and gets drunk like any other commoner would, much to the chagrin of his wife, Helena.

    Vrevral (Population 3000)


    This ancient town was once the primary meetingground for the Kasumori and the Cloudiz. Being situated in the middle of Verandil Forest, it was easy for the Cloudiz to visit this town. Furthermore, this town is the origin of the taming methods Kasumori use to domesticate their giant vermin. The proportion of people with Cloudiz features is higher here than anywhere else, bar the royal family. The inhabitants of Vrevral make their livings either by vermin taming or by guiding people through the forests on expeditions for new species of vermin. Because of the high number of Cloudiz-blooded people, Vravral is also a popular destination for Kasumori men that are searching for the love of their life or are just looking for sexual pleasure (They are still demi-humans after all).

    Farreach Outpost (Population 6000)


    A fortress town, Farreach Outpost (Also called just Farreach) is a remnant of a horrible civil war that raged through Kasumor around four centuries ago. Back then, Farreach was the refuge of the Shïnguard that ruled back then and was the holdfast and turningpoint he needed to replenish his forces and take control of the country once again, after the followers of the Simple God invaded Earthhome and the Shïnguard was forced to flee. It's fortress is composed of solid granite, with the town being formed around it after the civil war was resolved. In times of danger the whole town can take shelter in the fortress, although the food supplies in such a situation would not last very long. It is not as well defended as the Shintouite fortresses, nevertheless it is considered to be a very tough nut to crack and it would not be wise to underestimate this ancient fortress. Traditionally, Farreach is also under direct supervision of the Shogun, the second in command of the army after the Shïnguard.

    Earthguard, Waterguard, Fireguard and Windguard (Population 2000-3000 each when militarised)

    These fortresses along the Kasumor border are made of shintouite with a technology that was lost around 200 years ago, making them are between 200 and 300 years old, making them relatively new. They were build after the Calamity to deter any country who were thinking Kasumor to be an easy target during the time Kasumor was still recuperating. The fortress themselves have been largely abandoned nowadays, although they did not fall into ruin, a courtesy of the supernatural properties of shintouite. They consist of a thick outer wall with rough, sturdy buildings within, all build out of shintouite. In time of need, each of the four fortresses can hold up to 2000 people soldiers, together with enough "stables" to house 1000 pieces of vermin cavalary. These are housed inside big chambers under the fortresses themselves. In addition to shintouite walls and buildings, all underground chambers and all floors are made of shintouite, making them virtually impossible to undermine.

    The Hearthvale (Population 3000)


    A village founded by the Heartwastian people after the distaster that struck the Hearthwaste. Consisting of vampires, werewolves and other fey, this village lays a good distance from civilisation, being located in the heart of the Shintouite mountain range. A beautiful and serene town, it is located in a quiet glade where wildlife is aplenty and wood is abundant. Recently, Kasumori traders, who are used to stranger creatures, made contact with the village and trade is picking up, slowely lessening the tension between them and the Hurosha Empire.


    Spoiler: Map of Kasumor
    Show

    Map


    Spoiler: Kasumori Calendar System
    Show

    Every year is divided in two Cycles of the sun. Each cycle of the sun in turn consists of seven Pyriths:

    1: Kindness
    2: Prowess
    3: Pride
    4: Steadfast
    5: Honesty
    6: Vengeance
    7: Mystery

    Each Pyrith consists in turn of 26 days, divided in two Shou of 13 days each.
    These also all have names:

    1: Day of the Sword
    2: Day of the Spear
    3: Day of the Hammer
    4: Day of the Shield
    5: Day of the Wall
    6: Day of the Fortress
    7: Day of the Mantis
    8: Day of the Beetle
    9: Day of the River
    10: Day of the Cloudiz
    11: Day of Beauty
    12: Day of the Earthguard
    13: Day of Mystery

    After the Day of Mystery in the Pyrith of Mystery in the Second cycle of the sun is an extra day to appease the Lord of Flame and to remember the sacrifice the Cloudiz made during the Calamity.


    Spoiler: Family tree
    Show

    Link to Family tree site


    Gender, age and Cloudiz features of the respective family members:

    Shïnguard Marius Earthguard: male, Birthyear: 300, None

    Helena Softclaw: female, Birthyear: 301, Wings + Gills

    Nyllana Earthguard: female, Birthyear: 319, Wings + Tail + Gills (Fullblood Cloudiz)

    Ryella Earthguard: female, Birthyear: 320, Wings

    Riphal Earthguard: male, Birthyear: 335, Wings

    Wayve Earthguard: male, Birthyear: 353, Gills + Wings

    Paryna Earthguard: female, Birthyear: 356, Wings + Tail + Gills (Fullblood Cloudiz)

    Leona Flamestrike: Female, Birthyear: 318, Wings + Gills

    Marevain Earthguard: male, Birthyear: 260, deceased, none †

    Ilia Wavecrash: female, Birthyear: 265, wings

    Jarod Moonshatter: male, Birthyear: 270, Gills

    Waylina Softclaw: female, Birthyear: 272, Wings + Tail


    Spoiler: Hall of Heraldry
    Show


    Heraldry of Shïnguard Marius Earthguard



    Heraldry of Eienguard Nyllana Earthguard


    Heraldry of Wayve Earthguard


    Spoiler: Marius' Introduction (Year 330)
    Show

    Introduction (Year 330)
    I am Marius Earthguard. Age, 30! Occupation, Shïnguard of Kasumor! Marital status, Married with Helena Softclaw, Age 29! Got two daughers, Nylanna and Ryella, my little Cloudiz angels. I'm the leader of Kasumor.

    Yeah, I too have no idea what that random line of text at the bottom does.
    But back to business, I hope me and my people can get along just fine with yours. Be careful though with the women of my country..... They kinda pack a punch or more specifically, a kick. "Rubbs a painfull looking foot-shaped red mark on his cheek."


    Important developments during the years 331-345 of the First Age of the Kasumori Calender
    Spoiler: 331-335
    Show

    Year 331 First foundation of the religion of Ashmar are made, further research follows in the years to come.
    Year 332 Giant Insect taming process completed, now ready for both militairy and civilian use.
    Year 334 Foundation of the Treaty of Wind and Stone.


    Spoiler: 336-340
    Show

    Year 336 Grand Conference at the Grand Ball results in the formation of the Grand Coalition. Grand Ball also resulted in the betrothal of Nyllana to Iconeh of Gunung and Ryella to Royce of Lyradis.
    Year 337 A new species of "animal" has been found deep within the Kasumi plains: plant based sheep, now called Hitsuji.
    Year 338


    Spoiler: 341-345
    Show

    W.I.P.


    Zargrim

    Region 15a, WaylanderX

    __

    Rolls not important, part of the Hurosha Empire.

    Kenwyn Jakson, Samu d'Obbes'n'obbes

    Spoiler: Immediate Relations
    Show
    Eleljak, Samu d'Obbes'n'obbes
    Wife: Paryna Earthguard


    Current Stats:
    Diplomacy: --
    Military: --
    Curiosity: --
    Faith: --
    Luck: --

    Population and Armies: Here

    Spoiler: Original Stats
    Show
    Original Stats:
    Diplomacy: --
    Military: --
    Curiosity: --
    Faith: --
    Luck: --

    Spoiler: Leader
    Show
    The leader of the goblins of Zagrim, Eljak first opposed Kasumor's invasion of their lands. However, after Kasumor gained control over it and started sending food and clothing to his people, he was persuaded to be the ambassadeur of Zagrim instead, under Marius' supervision.



    3
    Region Details

    Spoiler: Terrain
    Show
    A Marow Por

    It's literal translation, "The Dead Gate", is very appropriate for this structure. Situated in the middle of Zargrim and the only way into Keldagrim, A Marow Por is a giant steel gate which is heavily fortified and bolted shut, except for a narrow passage at the bottom from which travel from and to Keldagrim is possible. Before Kasumor's takeover of Zargrim, the goblins shied away from A Marow Por, afraid of dwarven retaliation. However, because Keldagrim is allied with Kasumor, the goblins feel alot safer then before and have started to colonize the area around it, forming a small trade village which is used a trading point for Keldagrim-Kasumor transactions.

    Caudarn Killan

    Literally translated, Cauldron Valley, this properly named bowl shaped valley is the remnant of a meteorstrike which occured millenia ago due to unknown reasons. This created a giant crater which served as a sanctuary for wildlife ever since. Home to dire wolves, giant bears and other large predators, this is Zargrims main source of furs, although only the toughest hunters will dare venture into this valley.

    Castal a'n Sperez



    Litterally translated, Castle of the Spirits, this beautifull place consists of a hot spring emerging from the top of a mountain and streaming down below. Due to the limestone desolved into the water and solidifying on the river bottom and sides when the water cools down, the whole riverbank looks like an icy glacier, except it is formed by hot water and limestone, not ice. Goblin legends say spirits and fairies made their home there, but recent investigation proved to be fruitless. However, recently both Kasumori and Zar-jin scholars have theorised that the fey that live or lived here could be related to the Cloudiz.


    Spoiler: People
    Show
    The goblins of Zargrim are smaller than humans, although they are still of reasonable hight. They typically measure around 1.50 meters. They are obsessive inventors, creating new technology on a near weekly basis, although 99% of it is just total garbage. However, with their technology, they keep the environment in mind. This is because their ancestral religion is the one of the Great Eel Spirit, which reveres nature. For the rest, they are typically easygoing, but can appear a bit crazed to others. They are very informal, even towards kings, but are always up for a good laugh and a drink. They take great pride in their tech, to such an extend that it is considered a disgrace for a goblin to not have invented something in his first 15 years of life.


    Spoiler: Resources
    Show
    Due to the large amount of mamalian predators present in the wilds of Zargrim, they have an abundance of furs (Good). Minor resources include limestone, goats and wood. Also, in the rivers of Zargrim, electric eels (Minor resource) can be found together with Wood, Stone and Iron as Minor resources. Recently, Tânedhan (Phoenixes) were found by Eleljak in the northern regions of Zargrim.

    Eleljak's report on the Tânedhan, send to the Academy in Earthhome together with a batch of eggs:

    Appearence: These birds are the size of big parrots and have bright red feathers that always glow with a red-orange hue. Their tailfeathers measure around 75 centimeters long and seem to be on fire permanently. Strangly, these feathers only seem to burn the things the Tânedhan wants to burn.

    Diët: Tânedhan primarily eat nuts and fruit, although they will occasionally catch small rodents and young mammals when they get the chance. Rarely, they will hunt and work together to take down big prey, burning vital areas to slowly wear the unfortunaly target down. This indicated a higher than average level of intelligence.

    Lifespan:
    300 years, divided over 5 reincarnation cycles. These reincarnation cycles happen around every 60 years, but can also be delayed or occur early. A week before the reincarnation, the bird looses its glow and it grows weaker and weaker. It will not eat anymore and hide itself in a safe place. When the time has come, it flares up in a burst of bright white-orange flame, from which a young chick emerges. The chick then grows to adult size within 2 days, starting the cycle anew. After the 5th cycle, the bird just dies and does not burst into flame. The Tânedhan are the most long lifed animals known to the Hurosha Empire.

    Ecology:
    Tânedhan do not seem to have any natural predators and primary seem to regulate the amount of vegetation in the area. When an area becomes to densly grown with trees, they will burn away parts of it to give newer trees a chance. These fire are always carefully controlled by the birds by quenching it with sand they take with them using leaves, further demonstrating their natural intelligence and ability to use tools.


    Spoiler: Religion
    Show
    While the majority of Zargrim worships the Lord of Fire, a minority worships an ancient entity, called The Great Eel Spirit.

    Faith name: Eelism
    Diety name: The Great Eel Spirit, The Ancient Diety of Nature
    Other Names: Keeper of Water, Lifeguard, Ancient Slitherer
    Portefolio (Major): Life, Water, Nature.
    Portefolio (Minor): Technology, Trickery, Ingenuity

    The Great Eel Spirit stands for Life and the Nature surrounding it. Also, because of its minor link with electricity, the Great Eel Spirit also represents technology and ingenuity, aswel as trickery to slip out of bad situations.

    The faith is lead by the Chief Druid, who leads a small cabal of priests located in the remove northern area of Zargrim. The priests spend their days tinkering, outsmarting one another and tending to pools of sacred electric eels. Stories say that these special eels can deliver a shock that is sometimes capable to kill an adult goblin.


    Spoiler: Cities of Zagrim
    Show
    Bucka a'n Pednplas

    Literal Translation: Capital of the Goblins. The ancient capital of goblinkind, this city is a twisted whole of small, narrow streets together with the weird and crooked architecture of the goblins. The Samu d'Obbes'n'obbes makes his seat here, in the building the goblins call the Cawal. This fortress palace serves as both the seat of the goblin leaders, but also as the cradle of the most important inventions the goblins make, as the most brightest of goblinkind are gathered here.

    Sita a'n Scolur

    Literal Translation: City of the Scholars. This city is the city of the keepers of Goblin technology. The centre of the city is one big library, in which all invention that have been developped, no matter the significance of the invention. It is governed by the top 2 inventors of the city, which is changed every 20 years.

    Sita a'n Helhier

    Literal Translation: City of the Hunter. The base of the hunters of Zargrim, the city is situated near the major concentration of large predators in the area. Hunting on hovercrafts, they are very skilled in using spears to take their quarries down.


    Spoiler: Technologies
    Show
    The Goblins of Zagrim possess Hovercraft technology and Plate technology.


    Spoiler: Map of Zargrim
    Show


    Shikurai

    Population and Armies: Here

    Gwrîstîn

    Population and Armies: Here

    Pryonia

    Population and Armies: Here

    Cuan

    Population and Armies: Here

    Vassals:


    Calorum


    NPC Vassals:


    None at present
    Last edited by WaylanderX; 2015-02-06 at 05:20 AM.
    A swordmaster never backs off, I'll cut you to ribbons with my almighty sabre! CHAOS DANCE!!

    Nyllana OotS Avatar by Lord FullBladder, Master of Goblins!

    Spoiler
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    Nothing to see here
    My Extended Homebrew Sig!

    Currently writing a fantasy novel: The Dawn of Life!
    People willing to provide feedback are appreciated


  13. - Top - End - #13
    Bugbear in the Playground
     
    WaylanderX's Avatar

    Join Date
    May 2011
    Location
    Place of Utter Chaos
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    Default Re: Empire! The Lands of Telluris (the fluff beyond the crunch)

    Shikurai
    Region 4B, WaylanderX



    Original Rolls: Not needed, part of the Hurosha Empire.


    __

    Rolls not important, part of Kasumor

    Irion, The Old One

    Spoiler: Immediate Relations
    Show
    Irion, The Old One[/SIZE] (250)
    Wife: Irea (Deceased)
    Son: Myron (300)
    Daughter in Law: Pyris (304)
    Granddaughter: Yggdra (350)


    Current Stats:
    Diplomacy: --
    Military: --
    Curiosity: --
    Faith: --
    Luck: --

    Population and Armies: Here

    Spoiler: Original Stats
    Show
    Original Stats:
    Diplomacy: --
    Military: --
    Curiosity: --
    Faith: --
    Luck: --


    Spoiler: Leader
    Show
    Irion was the leader of the scattered tribes of the Shikurai elves and the Bucka present in the area. He was a wise, old man, who is known for his willingness to help his people, aswell as the Bucka who fled the Keldagrim and Zargrim wars. Living to see his 120th solar cycle, he walked straight and without a cane untill the end, and his mind was as sharp as in his youth. Being fond of story telling, his family has a collection of Shikurai folklore, which his children still know by heart. After the integration of Shikurai into the Hurosha Empire, he donated his collection of folklore to the Academy of Culture and Prowess. He also liked to “tell his tales” in the Academy, so he can be considered a part-time teacher of sorts. He lived near the Great Lift, in a humble house, with his son Myron and his wife Pyris, and his granddaughter Yggdra. They were frequently visited by elves who sought the wisdom of Irion or need other help, such as solving village disputes and regulating the trade. This is still done by Myron, Pyris and since 360, Yggdra. His son Myron is now the Ambassador of Shikurai, looking over his people with the same kindness his father had.


    Region Details

    Spoiler: Terrain
    Show

    Sea of Darkness

    An underground freshwater sea, nobody knows exactly how deep it is. This is due to a number of factors, including the absence of light and the fact that the water seems much darker then normal water. It is not murky, it just has a darkish grey color. The cause of this phenomenon is still unknown. Its is still good for drinking. Also, the sea is teeming with squid and as such alot of small fishermen villages, mostly having between 40-100 inhabitants, can be found along the shores of this dark sea. However, because of the dark water, it is entirely possible that hidden creatures lurk beneath its obsidian waves, waiting for discovery. Or new food.....

    The Great Lift

    The place where Kasumori colonists entered Shikurai, the entrace to The Great Lift is located 5 miles outside Earthhome and goes straight down for three kilometres before breaking through the roof of Shikurai. The Bucka of Zargrim drilled down in a spiralling way, making it relatively easy for people to go to the surface to the underground and vice versa. Currently, Bucka inventors and engineers are working on a pully system that eases transportation from and to the surface. However, the village founded at its base is also called Great Lift. This village consists of Kasumori and Zar-jin colonists, aswell as a few native elves looking for work and adventure.

    The Spire of Eternity

    Maybe the strangest landmark in the entirety of Shikurai and the subject of its heraldry, the Spire of Eternity is not a spire at all. It is actually a giant pit, measuring 100 kilometres in diameter and sloping down steeply. Nobody knows what lies at the bottom of it, for most of the ones that ventured there never returned. The ones who returned did not go deeper then 50 kilometres deep, and came back with reports of hearing vague laughter below them. Also, their light seemed to be more effective, lighting up more of their surroundings, as if the Spire wanted them to see him its all its glory. Also, purple crystals eminating purple light have been found on the walls, beginning at 40 kilometres deep. When close together, energy resembling purple lightning can be seem arcing from one crystal to the other. Contact with this lightning leaves burns and causes strange growths to appear on the struck bodypart. (Minor Resource)

    Local folklore says that the Spire was actually a mountain on the surface once. However, as the story goes, the mountain became to prideful of its size and began to brag against the other spirits of the land. After 5000 years of hearing him brag, a nearby smaller mountain pledged to the gods (Theorised to be Ashmar and his Guardians), to punish the mountain for its arrogance. The gods responded in kind and granted the wish of the land. “In arrogance, you will find only hate, no love and no skill.” They said to the mountain.(Skill is another word for prowess, so this can be seen as another clue that these gods are actually Ashmar and his Guardians.) They transformed the mountain into the opposite of what she was. Instead of high, she became low, instead of solid, she became hollow. The gods said to her: “Thy shall be in this form as long as your arrogence continue, show us your true repentance and humility, and we shall give you back your original form.”
    Although the mountain was sad at first, over time she once again became proud of her form, being the deepest and most hollow pit of its kind. Seeing that her arrogence and narsism was eternal, she got dubbed: The Spire of Eternity.

    Due to the location of the Spire compared to Farglory Spire in Kasumor, scholars believe Farglory Spire to be the small mountain mentioned in the story. This has led some of the scholars to believe that there might actually be a core of truth in this folk story.


    Spoiler: People
    Show

    Shikurai is a thinly populated land with only 24.000 people spread over a surface the size of Kasumor. The natives can be largely split into two groups: The Ore and Gem Elves, who lived here since ancient times, and the Bucka, the goblins, who fled the Zargrim-Keldagrim war decades ago and sought refuse here.
    Both groups are primarily fishermen, fishing on the Sea of Darkness for squid, which is their primary food source. A peaceful people, both the Bucka and the Elves are welcoming of any visitors, as long as they do not cause any problems. Very glad with the Eyrecradia-Kasumor treaty, they were very afraid there was going to be a war inside Shikurai. However, Eyrecradia retreated because of outside influences, and the natives way of life was not disturbed.

    The natives live mostly in small villages lining the Sea of Darkness, spending their time in isolation, only having contact with the outside world when trading. Since the Kasumori takeover, roads have been made and most villages now have a Insect Keeper, who is responsible for carrying messages and for maintaining contact with the other villages. This is led to an increase in trade efficiency, as well as an improvement in lifestyle for the fishermen themselves.


    Spoiler: Resources
    Show

    Shikurai has an abundance of squid in the Sea of Darkness, which is used by the populace as its prime food. This is a Great Resource. Also, they have purple crystals found in the Spire of Eternity. This is a Minor Resource. However, due to the lack of wildlife or large plants in the region, they do not have alot to make clothing with. Therefore, they import fabrics (Furs, silk, cotton and the like).


    Spoiler: Religion
    Show

    For some strange reason, the majority of the elves worship Ashmar, with a spirit worship minority, who worship the Spire mainly.


    Spoiler: Technologies
    Show

    Shikurai currently has no additional technologies.


    Spoiler: Cities of Shikurai
    Show

    Great Lift (5000)

    The city founded at the base of the structure of the same name, Great Lift is the town where most of the colonists from the Hurosha Empire live. It is a lively place, bustling with trade and is by most inhabitants considered to be the underground counterpart or even part off Earthhome. The Ambassador of Shikurai, Irion, also lives in Great Lift, so the people there may come visit him. This is the largest city in Shikurai.

    Darkhearth (3000)

    On the outside, Darkhearth is only an overgrown fishersvillage. However, this was the capital of the area before the Eyrecradian-Kasumori takeover. During the takeover, this served as Kasumor's base of operations. In the current day however, the village has returned to its quiet state. Situated on the north-western shore of Shikurai, this town produces a large part of the squid that is traded and used for consumption in the rest of the country.

    Sya'Noboth (1500)

    A town situated near the Spire of Eternity, this town is dedicated to worshipping the Spire.
    At the edge of town, near to where the Spire begins, lies a great temple, build of granite and the purple crystal of the Spire. Inside the temple, purple lightning continuesly crackles across the ceiling, lighting up the temple in an eery glow. At the back of the temple, on the main shrine, stands a statue made of the same crystal as the temple. The statue depicts a beautiful woman, combing her hair with her hands. The craftmenship is very skillfull and precise. What strikes visitors as weird though, are the huge wings sprouting from her back, appearently being made out of crystaline shards.....



    Gwrîstîn
    Region 7B


    Current Stats:
    Diplomacy: --
    Military: --
    Curiosity: --
    Faith: --
    Luck: --

    Population and Armies: Here

    Spoiler: Leader: Grïend
    Show
    A gentle giant, Grïend is the guardian of the newborn Menhîrin and one of the more experienced Menhîrin when it comes to fighting. Although he regards fighting more like protecting. A stout defender of Gwrîstîn, he was chosen by the rest of his people to represent them in the outside world. Inquisitive and a fast learner, he sets out in the wide world only known to his people as the "Void", to find their true place among these wonderous other life forms.

    -LIFE MADE OF....FLESH.....HOW....UNUSUAL.....YOU INTEREST ME....NYLLANA.- Grïend's first encounter with Nyllana, Eienguard of Kasumor.


    Spoiler: Terrain Features:
    Show

    Anchor of Life
    Located within the more remote regions of Gwrîstîn’s desolate north, this is where all the Menhîrin are born. When a Menhîrin dies, his life essence returns to this round, domelike structure, which looks something like a giant turtle shell. A new crystal then forms in around a year, at the end of which it starts to move and becomes a fully independent Menhîrin.

    The Great One
    A huge stalagmite found in the middle of Gwrîstîn. It looks like a frozen-over Menhîrin, with two differences: instead of ice, it appears to be incased in a meters-thick layer of opaque crystal and it is almost 400 meters high, making it far bigger then every Menhîrin encountered so far. What exactly this strange being/place is, that is still unclear. However, the locals insist that trying to wake the Great One is not a good idea. Other than that, it appears to have something to do with the Menhîrin’s enmity with dwarves, possible related to a conflict between the two.

    The Lead Springs
    Located in the south of Gwrîstîn, these springs boil with hot lead, making it both a very dangerous place and a very profitable one. Older Menhîrin seem to enjoy the springs, bathing in them to “relieve them….from all…the moss and dirt…that is growing…upon their bodies”, to quote Gwridnia, a former leader and elder of the Menhîrin. Needless to say, every other race should avoid bathing in these springs, lest they have a death wish. Even Lord Iconeh, who is a fire Berapi from Gunung, couldn’t stand near the springs for too long. Despite all this, with specialized equipment, it is possible to harvest the lead, for use in other, more normal, matters.


    Spoiler: People:
    Show

    Gwrîstîn is habited by a race of strange beings called the Menhîrin. The Menhîrin are a race of creatures made of every kind of stone, mineral or metal you can imagine. They are as diverse as the races outside of their world. Their world, because they thought they were alone in it, having seen life other than them for the first time in millennia. They have some legends about what seem to be dwarves though, depicting them as evil creatures, bringing their spades and pickaxes with them to “harvest” them, as the Menhîrin themselves call it. Other than their enmity for dwarvenkind, they are actually very friendly towards other races. Just do not mention large scale mining when they are around. They seem to be immortal, their leader reportedly being more than 3000 years old. They say their immortality is due to a magical place in their country, called the Anchor of Life by the Menhîrin (Translated offcourse). Also, according to their stories of Menhîrin that venture to the “Void”, or the outside world, they say it took around 1000 years before their life essence returned to the Anchor. Apparently this Anchor is the source of their life energy, but even in absence of the Anchor they have a massive lifespan.
    Their size and body size seems to differ both in age and in composition of their bodies. You have small, delicate chalk or limestone Menhîrin, being as small as a housecat. On the other side of the scale you have large, hulking beings made of granite or pure quarts, being as tall as Kasumori Dragonfly is long. Also, they can alter the very structure of the stone they are made up off, creating entire new limbs if they deem necessary. However, this takes a very long time to do. They can however, in a matter of minutes, blend in with their surroundings, provided the Menhîrin is in a rocky environment. Below some examples of individuals seen in the population.

    Spoiler: Variëties of Menhîrin
    Show








    As for their personality, one would think beings so long-lived and made of stone to be slow to understand information and have a very slow form of communication. They opposite is true however. They have picked up the Common language very fast and although their speech is indeed on the slow side, it is still easy to follow. They are very inquisitive about the outside world and the wonders in it and are keen to learn and adept certain customs for their own, including religion. As such, a part of the population already worships Ashmar and another part the Calorum variant of the Lord of Fire. However, they have trouble getting the social aspects of our society down, but they are also adapting in that area, albeit more slowly then purely scholarly studies.


    Spoiler: Resources:
    Show
    Due to the Lead Springs, Gwrîstîn has a large amount of lead (Good Resource). Due to it being so deep, there is alot of quartz to be found as well. (Good Resource)

    Import Necessity: Company (Creatures in general)


    Spoiler: Religion:
    Show
    Most of them worship Ashmar, although he is know to them as Kenefrazira.
    Also, there is a minority of the Calorum Lord of Fire faith among them due to Calorum's involvement with the colonisation. Calorum then converted again to a 50/50 diversion.
    Ashmar (Kenefrazira) Majority
    Calorum Lord of Fire Reformation Majority
    Last edited by WaylanderX; 2014-12-07 at 01:14 PM.
    A swordmaster never backs off, I'll cut you to ribbons with my almighty sabre! CHAOS DANCE!!

    Nyllana OotS Avatar by Lord FullBladder, Master of Goblins!

    Spoiler
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    Nothing to see here
    My Extended Homebrew Sig!

    Currently writing a fantasy novel: The Dawn of Life!
    People willing to provide feedback are appreciated


  14. - Top - End - #14
    Bugbear in the Playground
     
    WaylanderX's Avatar

    Join Date
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    Place of Utter Chaos
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    Default Re: Empire! The Lands of Telluris (the fluff beyond the crunch)

    Keldagrim


    Region 15B, WaylanderX
    __

    [Link to Original Rolls]

    Ambassador Helga Grimhammer and Ambassador Samu Eleljak

    Current Stats (Part of the Hurosha Empire):
    Diplomacy: -
    Military: -
    Curiosity: -
    Faith: -
    Luck: -

    Population:

    Original Stats:
    Diplomacy: -
    Military: -
    Curiosity: -
    Faith: -
    Luck: -



    3

    Region Details

    Spoiler: The Land
    Show
    Keldagrim, the great dwarven fortress under the mountains of Daviing.

    Spoiler: Terrains
    Show
    Steep mountains and deep ravines, this craggy place looks a lot less strong than it actually is, cracks running over almost all rocks are the reason for that, but who knows what cracks are actually running deeper than a few inches?

    Every now and then there is a clearing with mostly some small pools of water and some patches of grass, it was an inactive volcano after all, so the soil was fertile.
    Pools of lava are also not a rare sight on and in the mountains.
    Underground mushroom forest Greode, the toxins in these mushrooms are used to make special dwarven anti-toxins, some desperate adventurers who were very hungry couldnt resist to eat the tasty looking mushrooms.

    There is also a small goblin kingdom, under the name of Fiddlesnarf, in exchange for peace with the dwarves, they volunteered to work for the dwarves, so that they might avoid the fate of the other Goblin tribe of Dravensnarf. However, with the takeover of Keldagrim by the Hurosha Empire, Bucka (Goblin) and Dwarf are once again equal. Only time will tell if this truce between the two races will hold though.

    The gates to Keldagrim are huge, with doors made out of solid metal, ingenious contraptions make these doors open and close, but how is only known to dwarfkind.

    Spoiler: People
    Show
    Sturdy, bearded folk, even the woman have hints of beards, but the better a dwarf's beard the finer the warrior is according to legends.

    Spoiler: Resources
    Show
    On the mountains are goats roaming about, but where the real riches lie, is IN the mountain, gold and iron are most commonly found due to the work of eager young dwarfs, desperate to prove their worth to their king.
    Every once in a while a small vein of Mythril is struck, but that is one of the resources Keldagrim refuses to trade.

    Spoiler: Population
    Show
    A fine dwarven kingdom, yet there has never been someone who cared to count.

    Spoiler: Technology
    Show
    Siege equipment and plans for some advanced weapons.
    Throwing axes, optimized for sharpness and light weight.

    Spoiler: Religion
    Show
    Ancestor Worship.

    Spoiler: Empirial Decree (Issued 391)
    Show
    Decrees issued by Helga Grimhammer and Eleljak Jak-son, Ambassadors of Keldagrim:

    1. Thy will not discriminate against one another, both Bucka and Dwarf will be treated as equals.
    • Thy who will discriminate against eachother will serve two year in the Keldagrim Guard, under the command of the opposite race: Dwarves who violate the law will be under a Bucka commander, Bucka who violate the law will be under Dwarven supervision.
    • Thy who violate this law for the second time will be sentenced to lifelong service to the family of the one who has been discriminated.


    2. The Dead gate will be opened completely, allowing free travel between Zargrim and Keldagrim for all people.

    3. All Bucka living in Keldagrim have the option to settle in Zargrim instead.

    Spoiler: Counsel of Havalder
    Show
    In 391, a counsel was formed: The Counsel of Havalder. This counsel consists of 3 Bucka members and 3 Dwarven members, selected personally by the Ambassador of Zargrim and the ruling Grimhammer on their fairness, generosity and their view on racial equality. These council members are circulated every 5 years. They serve as the judges for punishing racistic crimes.


    Cuan
    Region U11

    Population:
    69.000 (Placeholder)


    Spoiler: Terrain
    Show
    Cuan, (Ocean in the native tongue) being an oceanic underwater region, slightly more than half of the seafloor area in the region is situated at a depth of more than 60 meters, allowing no sunlight to reach the seafloor.

    Borb Aigeann Literally, the Ferocious Abyss, this place is located in the north-eastern part of the region, and was one of the first anomalies the Huroshan explorers first came across. A creature, named Which-That-Should-Not-Be, was encountered here, wiping out half of the expeditionairy force. A formidable feat, considering all of the expedition force were Menhîrin. The local also shun the place, calling its inhabitant the “Toirmisgte Dia” or the Forbidden God. Whatever those dark regions house, it is advised not to get within 10 miles of its crevaces.

    Òrdha Machair: Literally, the Golden Expanse, these plains are located in the southern part of Cuan and lie at a depth between 10 and 40 meters deep. Due to this relative shallowness which allows a portion of sunlight to reach the ocean floor, the Maighdeann use this area to cultivate the Dearg Sreang kelp in large quantaties. The Òrdha Machair also harbors the largest part of the Maighdeann population.

    Cuartan Cuan: Literally, the Ocean's Maze, Cuartan Cuan is a series of deep rifts in the rocky seafloor in the heart of the region, the most shallow rift being situated at a depth of about 150 meters. The Maighdeann avoid this place, claiming it to house the avatars of their eel-like god, Ribo.


    Spoiler: People
    Show

    A report about the Maighdeann of Cuan, Written by Rikjok, Bladescholar of Ashmar

    Name: Maighdeann
    Subgroup: Aquatic Fae

    The Maighdeann are a strange folk. They have an eel-like tail, with the two tail-fins running all the way up to the nape of the neck and the chin. From the top of their head to the tip of their tail, they can grow to be 3 to 4 meters long, most of the lenght being in the tail itself, which comprises about 3/4 of their total length. Their forelimbs resemble fins aswell, abeit being more long and rounded at the end, with three fingerlike protrusions on the downside of each fin, enabling them to manipulate objects. The torso and head of a Maighdeann are remarkably like a Cloudiz', but are both entirely lepidoid (scaly) like the rest of the body. Long, tentacle-like protrusions grow out of the back of their heads, vaguely similar to hair. This "hair" can grow to about 1,5 meters length, mostly with the females of this race. Long "hair" is a status symbol in their society.

    They are able to let water flow under their scales, under which lie organs akin to the Cloudiz' external gills, allowing them to essencially breathe through their skin. They can exhale excess gasses they have absorbed through their mouth, creating speech and sound. When first encountered, the Menhîrin said to have heard the most beautiful haunting singing they have ever heard, guiding them away from the terror it is said to have awakened within the Borb Trainnse, or Cruel Trench in the Common tongue. However, after inviting them to the floating village of Mór-ghaisge, it was found that they are unable to produce loud volumes above water, probably due to not being able to produce enough gas to produce said sound. Finally, the sensitive skin under the scales allows them to feel the ocean's currents with great accuracy, being able to find their way in complete darkness by analysing disturbances in the water-flow.

    In addition to this rather unique breathing method, the Maighdeann have a strange organ in their abdomen which can generate a form of energy we have not encountered before. This energy interupts volantary motion of the muscles and generally makes victims unable to do anything but flailing around for a brief duration. The Menhîrin of Grwîstîn are immune to this energy, strangly enough.

    The Maighdeann's body is supremely adapted to their underwater surroundings, but they can survive upon the land for quite some time before their skin dehydrated too much. Under Kasumori weather conditions, it will take three to four days before they are dehydrated. However, when doused or sprayed with water, they can sustain themselves pretty much unlimitedly on land, absorbing the air through their skin. Which they say is much more easier then doing the same thing in water.

    From diplomactic interaction with the Menhîrin, they were found to be highly intelligent, on the same level as our brightest scholars. However, their imagination is lacking, using their intelligence to only solve problems that need solving. Their culture is quite basic as a result, with nothing that striked us as particularly advanced, except for their faith, which has striking simularities with the Bucka faith of Bori.


    Spoiler: Resources
    Show
    The depths of Cuan are mostly devoid of abundant resources, barring one:

    The red-tinted kelplike plant the Maighdeann call Dearg Sreang (Red Scords). It is extremely abundant at the shallower regions, mostly because the locals cultivate the plant to use as their primary food source. They fill the rest of their diët with fish, clams and other sorts of kelp. However, the Sagepriests at the University of Prowess uncovered more properties of this red vegetation. When heated up without being exposed to salt water, the liquid in the plant turn extremely acidic, being able to damage and absorb alot of materials. When heated up while exposed to salt water, it becomes extremely basic instead, transforming the solution to a strong soaplike substance, slippery to the touch and only slightly less caustic than its acidic counterpart.

    Despite the Maighdeann not wearing clothes, they do have a fondness for shiny jewelry. They do not really care for the material it is made off, instead grading the quality of the object by its ability to reflect light or “shininess” in short. (Import necesity: Shiny objects)


    Spoiler: Religion
    Show
    The majority of the population worships and entity called Ribo, which is mostly depicted as a giant eel hiding in the trenches. The teaching of this Ribo, together with the fact that it is an eel, abeit not in a hovercraft, led us to believe that they're actually worshipping the Great Eel Spirit Bori, a faith thought native only among goblins. While connections between the two faiths are very evident, nothing can be said with certainty.

    The part of the population that doesn't worship Ribo often worships the sea itself. This can be considered general spirit worship.


    Spoiler: Notable Cities
    Show
    W.I.P.
    Last edited by WaylanderX; 2014-12-23 at 05:15 PM.
    A swordmaster never backs off, I'll cut you to ribbons with my almighty sabre! CHAOS DANCE!!

    Nyllana OotS Avatar by Lord FullBladder, Master of Goblins!

    Spoiler
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    Nothing to see here
    My Extended Homebrew Sig!

    Currently writing a fantasy novel: The Dawn of Life!
    People willing to provide feedback are appreciated


  15. - Top - End - #15
    Ogre in the Playground
     
    Lizardfolk

    Join Date
    Jan 2014
    Location
    On the Internet

    Default Re: Empire! The Lands of Telluris (the fluff beyond the crunch)

    Imperial Alydaxan Dominion


    Regions 29,26,41,42 moossabi



    __

    Original Rolls
    http://www.giantitp.com/forums/showp...postcount=3095

    Empress Nilata

    Current Stats:
    Diplomacy: 7
    Military: 5
    Curiosity: 5
    Faith: 2
    Luck: 2

    Total Population: 155,000

    Original Stats:
    Diplomacy: 6
    Military: 5
    Curiosity: 5
    Faith: 2
    Luck: 2

    Stuff that Carries Across

    Spoiler: Technology
    Show
    1)Kralax riding.


    Spoiler: Old Government/Society
    Show
    As with many kingdoms, the king comes first in the line of command. The king's children usually are allowed to govern a section of the kingdom to give them a taste for leadership. All members of the royal family are guarded by elite guards . Next are the high-wealth landowners and the medium-wealth business owners and merchants. The low-wealth laborers and warriors come last. If some wish, they may seek to join the monastery at hearthglow peak, but few are accepted to join.


    Spoiler: Government (current)
    Show
    coming soon...


    Spoiler: The Emperor (or Empress)
    Show
    Nilata assassinated her competent siblings to gain power. She has sworn to never marry, and instead will adopt a child when her end draws near.


    Spoiler: Architecture Example
    Show


    Spoiler: Boat Design
    Show





    Alydaxis (29) Region Details

    Population: 80,000

    Spoiler: Terrain
    Show
    Alydaxis's land is mostly covered in jungle. However, in the north, the land is made mainly out of rocky foothills. In these foothills, there is an abundance of ancient tombs and temples. Most are buried in rock, but a few are still visible. The mountains to the west contribute an obstacle to explorers trying to go inland. But, there is a chasm that cuts through the mountains that provides easier access to the other side.


    Spoiler: People
    Show
    Alydaxis is composed of 'type D' lizardfolk. This type has a few spikes on their tails (like a stegosaurus), and has an average lifespan of 100 years. The royal family is especially noticeable due to a large crest at the back of their heads. They have green skin like this and purple markings on their face, arms, tail, and legs.


    Spoiler: Resources
    Show
    Some materials that can be found here include lumber, silver, and ordanium (looks like iron, but with greenish tint and is much harder). Because the rock in this region easily crumbles under pressure, Alydaxis requires stone. Recently acquired resources include: ancient artifacts


    Spoiler: Religion (a bit complicated)
    Show
    The faithful people in Alydaxis are focused on the strange ruins and the ancient people that built them. In each of the temples, there are shrines to winged humans that cover their eyes, as if crying. Many revere these as deities and protectors of their land. Other than this, the people believe that when people die, they are reincarnated into a common lizard before reaching the afterlife. When one is found, it is brought to an angel shrine and worshipped as well. I have no idea of how to classify this. Ancestor worship ?


    Spoiler: Archeological Sites
    Show
    There are many archeological sites in Alydaxis, but these are the major ones:

    High Gate ruins: Ironically, the entrance is found underground. It leads to a network of caves that come into a huge cavern, with side tunnels heading off to more caverns. Is this why the rock is so breakable? Who cares, this site has 'underground colony' written all over it!

    Dolthar's tomb: This site is interesting mainly because of a large vertical pit with stone bridges, all of which are above a lake. At the bottom lies the coffin of Dolthar, resting with some trees.

    Temple Mountain: This site is mainly for religious purposes. It has three angel statues and the exterior is like Bleak Falls Barrow from Skyrim.





    Glirfrey (41) Region Details

    Population: 75,000

    Spoiler: Terrain
    Show
    Glirfrey's flat, coastal area is home to the great marsh, an obscenely large marsh that is home to the region's many giraffes. About where the "41" is on the map is Mount Cnor, a very tall mountain akin to the real world mount Kilimanjaro, and named for our lost friend. There are also several nest-caves that are home to the regions less sentient inhabitants, the Kralax.


    Spoiler: People
    Show
    Glirfrey is composed of 'type D' lizardfolk. For full details, see above.


    Spoiler: Resources
    Show
    As already determined, Giraffes are a major part of the economy. There are also a few Domesticated Kralax in the region, but many are still wild and their possible military applications have not been explored, but They can be ridden. This region needs wood for just about everything, so it's good that I have it.


    Spoiler: Religion
    Show
    The only faithful belief that the Glirfreyans have is that strange things happen in the marsh at night.


    Spoiler: Kralax
    Show
    The Kralax are a very dangerous species that resemble and are almost identical to Hydralisks. For those that aren't fans of the StarCraft series of games, they have large crest-heads and move like a serpent. Natural weapons include scythe-like arms, mandibles, and projectile spikes. They are not very fast, so a horse could easily outrun one.

    As of round 11, they are able to be ridden.





    Scla' ca (27) Region Details

    Population: 69,000

    Spoiler: Terrain (by Shnur)
    Show
    Thanks to monsoon rains, land of Scla´ca is covered by tropical forest. There is only small fertile area in the north of region which can feed just small part of Scla´ca population. Rest of population depends on sea in the east or on hunting in rainforest in central and south part of Scla´ca. There are also mountains in the west, which blocks path to salt desert. People of Scla´ca usually avoid large lake in the north-west, because its water is poisoned by salt and our people believe that terrible creatures live in the lake.

    Roaring Mountain: Worst insult in Scla´ca language can be translated like: “May screaming monkey tears out your heart.“ This monkey-shaped mountain brings fear to hearts of Scla´ca people for centuries. One old legend says that Roaring mountain is in fact petrified skull of actual monster. It says that two thousands year ago gigantic monkey attacked lizardfolk settlements and killed almost all of them. Only few survivors escaped deep to the forest. Last surviving shaman came with idea, they sacrificed five monkey to spirits of nature, but with no efect. In desperate situation they used last desperate means, they sacrificed five lizardfolk. In very same moment large black stone have fallen from the sky and killed monster. Now, this stone lies forty kilometers on the south-east from Roaring mountain and is subject of worshiping.

    The Sky Stone: This stone lies in center of Scla´ca land. It´s gift of nature to lizardfolk which, according to legends spread by shamans, has magical power. It should protect lizardfolk from destroying in case of need. This stone, according to another legend, killed famous Monster and created Roaring Mountain. It´s twenty meters long and five meters high black stone, situated in big crater. The Sky Stone is most sacred place for Scla´ca people and many of them come here to touch him and say their wishes. They should come true.

    Deep Forest: Rainforest which covers most of land of Scla´ca in called simply Deep Forest. This forest provides us with most of our resources. Meat and fruit is consumed mostly by locals, but it also provides tropical wood for trade. Many people believes that in south, deep in forest lies territory of horrible monsters or ruins of ancient civilizations, but only few hunters finds courage to go that far.


    Spoiler: People (by Shnur)
    Show

    Population of Scla´ca consist almost only of lizardfolk. There are few human merchants in the north which buy tropical wood and gold, but they are not very significant. Scla´ca people are divided in many tribes and were united under one flag only few years ago. Main power in Scla´ca holds ruler, but most of decisions are made by meeting of tribe leaders. Scla´ca holds together only thanks to strong leader and is in permanent danger of dissolving.

    Appearance: Due to hard environment, Scla´ca people are well-built and agile. Body of all lizardfolk is covered by scales. Most of them has dark green scales, sometimes with brown spots or strips. This colour provide them great camouflage in forest. Leaders of tribes have more noticeable colouration, usually orange or red stripes.

    Scla´ca lizardfolk are usually 180 centimeters high, with no difference between male and female. They have very long hands and legs and excel in running and climbing.

    Scla´ca lizardfolk prefere wearing just a little clothes, most of them made by skin of animals from Deep Forest. Tribe leaders wear usually clothes decorated by feathers of tropical birds.

    Scla´ca lizardfolk don´t have any hair and are cold-blooded.

    Scla´ca lizardfolk reach maturity usually in 10 years and rarely live more than 50 years. Thanks to using of medical herbs, shamans can live much longer, but rarely reach 80 years.

    Culture: Culture of Scla´ca is various, depends on each tribe. All tribes have shamanistic religion, they worship nature, soil and sky. Religion isn´t centralized, but shares similar legends and customs. All lizardfolk worship The Sky Stone and often visit it.

    There are various rituals, shamans use herbs from Deep Forest to get into trance. They have visions in such trance and some says that they can see future. These rituals are kept in secret, but shamans are willing to sell herbs even to foreigners.

    Dealing with Scla´ca lizardfolk is very difficult, because they tend to be very impuslive. They also usually pretend to be simpleminded, mainly if they talk to foreigners.

    Combat techniques of Scla´ca lizardfolk are pretty simple. They use mainly spears, sometimes with shield. Few of them also uses bows, usually along with strong poisons. They usually wears hide armor, but some also fights without any armor. As battle tactics they prefere ambush enemy, rather than straight confrontation.

    Lizardfolk possess only little property, so heritage is usually solved by shamans or tribe leaders. Property is usually divided equally to all relatives.
    In case of tribe leaders there is different tradition. All children have roght to take part in ritual of heritage. Who refuse to take part, loses right to heritage. Ritual of heritage is basically fight to death, until only one heir remains. Is pretty common that only strongest child is willing to participate, but in some cases almost whole family dies in this ritual. This ritual should ensure, that only most capable will lead tribe.


    Spoiler: Resources (by Shnur)
    Show
    Exports:
    Tropical wood (good)
    Gold (good)
    Herbs (medical, poisonous etc.) (good)

    Imports
    Stone (required)
    Iron (desired)

    Most of riches of Scla´ca comes from Deep Forest. This large rainforest provides us with wood of tropical trees in very good quality. Also many obscure herbs are gathered by our shamans, which mix them into various alchemical potions or trade them to foreigners. Our last treasure comes from mountains in the west. Western mountains posses great deposits of gold, which is used on ritual items or for trade.
    Unfortunately, there is lack of high-quality stone in the land of Scla´ca. There is also great desire for iron, which would improve our military and agricultural.


    Spoiler: Religion (by Shnur)
    Show
    Religion of Scla´ca is mainly animistic, we worship nature, sky and land. Our religion isn´t organized, every tribe has its own independent shamans. However legends, traditions and rituals are more or less same in every tribe. Rituals of Scla´ca are various, but most important is ritual of The Sky Stone. Every year, after end of rainy season all shamans and tribe leaders meet at The Sky Stone, where they consume various herbs and usually have visions, in which they speak with spirits of nature. Scla´ca shamans are very skillful in dealing with herbs from Deep forest.

    There are some rumors, that new ruler of Scla´ca wants introduce more organized form of religion, in order to consolidate still unstable Scla´ca.





    Arix'La (42) Region Details

    Population: 57,000

    Spoiler: Terrain
    Show
    Much of Arix'La contains steep foothills that encompasses it on almost all sides. The flat terrain is dominated by the Quin'lo river valley, formed by a river emanating from the Grand Marsh to the South. At the heart of the valley there is a plateau dwarfed by the cliff-face on top of which rests a Stonehenge-Ish monument of Limestone dubbed the High-Stone Circles.


    Spoiler: People
    Show
    Arix'La is composed of 'type C' lizardfolk. For full details, see the Scla'ca description.


    Spoiler: Resources
    Show
    Arix'La is home to massive limestone deposits. The primary river valley contains a massive terrace farming community that produces rice. The rough terrain causes a major shortage of wood.


    Spoiler: Religion
    Show
    Due to past Scla'can involvement, there is a minority of Cult of the Sky worshippers in the south. Constant raids by Heartigan the Cardigan (past region 43) have caused the north to turn away from religious affairs.




    And because I've gotten around to updating:

    Solus (40) Region Details

    Population: 70,000

    Spoiler: Terrain (by Lord_Burch)
    Show
    Leilan Bay, a large, sheltered harbor on the southern peninsula, was the first major settlement and has led to a large growth in industry there. The Twisted Spires are a set of odd, warped stone pillars in the flatlands. The creation myths of the natives say that they are the twisted fingers of an ancient giant buried beneath the ground. While most settlers dismiss their claims, everyone who looks upon them has an odd sense of foreboding. Watchman's Peak is the lone mountain of Solus. It sits on a position overlooking Leilan Bay, and it earned its name when a group of native attacked the then new-found city; however, guards atop the mountain warned those below, and they repulsed the attack.


    Spoiler: People (by Lord_Burch)
    Show
    Most of the native people of Solus are short compared to Bordeusi; most only come out to 5'6". They typically have black hair and an olive-skinned complexion, though occasionally brown or even red hair is seen. The tribal structure they have used in the past has been consolidated into a special council, with one representative from the five major tribes, as well as the governor and a representative from the Bordeusi city on Leilan Bay.


    Spoiler: Resources (by Lord_Burch)
    Show
    On the flatlands of the southern shore, some of the tribes grow olive trees which have, traditionally, been made into olive oil. A more recent development, with the settlement of Bordeusi colonists, has led to a thriving glass industry to arise an the tip of the southern peninsula. However, the plains contain very few trees, so the colony must import wood to continue growth.


    Spoiler: Religion (by Lord_Burch)
    Show
    Most of the Bordeusi settlers are traditional animists, mixing well with the indeginous population, which practices a similar style of animism; they worship the spirits of nature, but there are two major, conflicting spirits: the giant Xiuhcoatl, He Who Is Death, and the angel Ihuicatl, The Light Bringer.
    Last edited by moossabi; 2014-08-30 at 01:27 PM.
    Quote Originally Posted by HalfTangible View Post
    Ye can hardly compare 'i didn't realize I had to deploy troops' to 'let's assassinate the enemy leader! That'll improve relations!'

  16. - Top - End - #16
    Ogre in the Playground
     
    Logic's Avatar

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    Default Re: Empire! The Lands of Telluris (the fluff beyond the crunch)

    The Kingdom of Celero


    King Andust the Bold
    Current Stats:
    Diplomacy: 4
    Military: 5
    Curiosity: 9
    Faith: 1
    Luck: 5

    Spoiler: Starting Stats
    Show
    Starting Stats
    Diplomacy: 4
    Military: 2
    Curiosity: 4
    Faith: 1
    Luck: 5
    Original Rolls

    Spoiler: Stat Increases
    Show
    1. +1 Military
    2. +2 Curiosity
    3. +1 Curiosity
    4. +1 Curiosity, +1 Military
    5. +1 Curiosity, +1 Military

    Spoiler: King Andust the Bold
    Show
    King Andust the Bold is the current reigning monarch of Celero. His Grandfather, King Rothorn the tired was the head of reigning monarch when the war with the Order of Fire began. When Rothorn was killed, the war ended and his eldest son, King Elthin the Tame, surrendered to the Order of Fire, and kowtowed to the Order of Fire, effectively becoming a puppet government under the control of the Church. When Andust came of age, he began slowly building support for a rebellion under his uncle's regime. At the age of 30, Andust had wrested control of half of the nation from his uncle and the Church. By his 33rd birthday, Andust had effected complete control of Celero, and ousted even the most stubborn of Fire Temple loyalist strongholds.
    At 39, King Andust has a daughter of 15 with his first late wife Lady Ellea of Barrowtown, twin sons with his second late wife, Lady Elena of Lancaster, and an infant daughter with his current wife, Lady Bethea of Barsa.

    • [Diplomacy: 4] King Andust gained allies for his rebellion against his uncle primarily by being a trustworthy and capable negotiator.
    • [Military: 2] King Andust is shrewd negotiator, but leaves most of the military strategy to his generals.
    • [Curiosity: 4] King Andust is an inventive and inquisitive man, spending almost as much time with his chief science advisers as he does his wife.
    • [Faith: 1] Because of the occupation and multiple wars, King Andust distrusts the Order of Fire, as well as other large organized religions.
    • [Luck: 5] King Andust is known to many for having things go exactly his way, especially when other least expect it.

    Spoiler: Family Tree
    Show





    Region Details

    Population: 25,000
    Army: 4000
    Navy: 1000

    Spoiler: Terrain
    Show
    The land within the Kingdom of Celero is hard, much like its people. Very few parcels of land are easily arable, so agriculture is seen as a grand art form. It is slightly mountainous in the north, with a few active and dormant volcanoes peppering the mountain range. Most Celerese are sailors or fishermen to take advantage of the coastline, while a sizable portion of the population are hunters or trappers in the rocky middle portion of the country.
    • Nature's Citadel: This currently unexplained formation of stone is located in the largest clearing of the Vedra Forest. Considered a holy site by animists, druids and shamanists, this location was decried as an unhallowed site by the order of the Lord of Fire. The people still remember the harsh life under their puppet government, and are largely distrustful of religious zealots to this day, so the people of Celero strive to protect this monument of an unknown predecessor.
    • Bayder's Mountain: This active stratovolcano is the highest peak in Celero, and at its southern base is the former capital under the leadership of the Lord of Fire government, Basia.
    • Unther Island: Colloquially known as "Lake Island Lake Island," Unther Island is an island located on a lake within an inland on another lake. Betell Fortress is located here, and is home the only dedicated military academy in Celero.

    Spoiler: People
    Show
    The Celerese are a lean, hard people, and have become that way from generations of making the most of barely sufficient resources. Food is scarce for anything but fishers and hunters, and the Celerese have learned to trade for anything and everything. Most are somewhat distrustful of organized religions due to the recent overthrow of the puppet government headed by the Lord of Fire and the uncle of the current King, Andust the Bold.

    Celerese tend to be fair of skin and hair, of slightly taller than average human height, but lean for their size. Celerese women are commonly attributed to be quick to anger with fiery tempers, while Celerese men are usually viewed as stubborn and distant.

    The people of Celero are slightly more inclined to be born with webbed fingers and toes than other humans. During the occupation by the Lord of Fire, most citizens had them removed by the priesthood in a ritual branding, including King Andust at the age of 5.

    Spoiler: Resources
    Show
    The Vedra Forest provides Celero with lumber, and the Sanguine Cliffs provide iron to the Celerese. The average Celerii has little issue with protein in their diet due to plentiful fishing to the south, and plentiful hunting of game in the north. Most plants that the native beasts eat are inedible to humans, and with few arable regions, Celero imports many grains.
    [Fish: Good]
    [Wood: Good]
    [Iron: Good]
    [Griffons: Good]

    [Grains: Import]

    Spoiler: Religion
    Show
    There is no one predominating religion within Celero, save a general distrust and for the Lord of Fire. Nobles tend to be Ancestor Worshipers, upper-class commoners such as merchants and craftsmen tend towards animism, and lower class commoners such as laborers tend towards druidism and animism equally.

    Spoiler: Technologies
    Show

    -Plate Armor
    -Seafaring ships
    -Aerial Naval Carrier
    -Magnets
    -Sewage System Technology
    -Blackpowder
    -Kralax Riding
    -Griffin Riding/Taming
    -
    -
    -[Griffons] as a new Resource.


    Region 39
    Propinlonge


    Spoiler: People
    Show
    The natives of Galomyr are a short and dusky people, with dark hair and winning smiles. A Galomyran with Celerese heritage is usually easy to pick out of a full Galomyran, as children born of these unions are usually taller, lighter of skin and hair, and often the somewhat dominant Celerii trait of webbed fingers and toes is apparent.


    Spoiler: Terrain
    Show
    Ghaliti Desert is a small but deadly desert in the southwestern corner of Propinlonge. Natives avoid traveling more than an hour into it, for few are able to withstand the intense heat for the miles it stretches. A few native plants grow here, though this desert is mostly barren.

    Heaven's Falls is a very wide and somewhat tall waterfall, and is traditionally called the beginning of the Popidoe River. The lake that feeds it is fed via near-constant rainfall, and a rumored underground glacier.

    The Popidoe River is the longest river in the province of Propinlonge. It begins at the foot of of Heaven's Falls, and streches from the middle of the continent to the northwest. A fairly wide and deep river, it is not uncommon to have shallower seafairing vessels travel upstream to Lake Lanbowed, nearly a third the length of the river.

    Spoiler: Resources
    Show
    The Island of Propinlonge is known primarily for two things: Swines, both feral and domesticated, and citrus fruit. Hops also commonly grow here, but not in any abundance to be harvested by any but the most dedicated of brewers.

    [Swine: Good]
    [Citrus: Good]
    [Platinum: Good]

    [Wood: Import]


    UNDER CONSTRUCTION
    Region 90
    Galomyr

    Spoiler: Under Construction
    Show

    The Black Mesa is the region's largest natural landmark, a mesa of substantially large proportions: over 300 feet tall from base to clifftop, and covering an area of nearly 100 square miles. It rises out of the Jungle of the Moon, by which it is surrounded on all sides, and is has no vegetation of any kind on the clifftops. In the past, the Black Mesa had been a place surrounded by superstition and mystery, claimed by shamans as the land of the dead due to the absence of plants and animals on an around it, but in the last 100 years, climbing to the top of the mesa and walking the perimeter has become something of an unofficial rite of passage to the local youths of Galomyr, especially those from the city of Lahai.

    Resources
    Bananas
    Aloe Vera
    Scholars (GREAT)

    Stone

    UNDER CONSTRUCTION
    Region 2B
    Bereginia


    The Flag of Celero is a diagonally quartered field of dark and light blue, with a diagonal cross overlayed. Various devices of gold are used in the center of the flag to signify whom is represented.
    Spoiler: The Flags of Celero
    Show
    The base flag may be flown by anyone of Celerii birth, descent, or citizenship.


    The Royal Flag may only be flown by the ruling King, Queen or Regent


    The Naval Flag is used for all military ships


    The Infantry Flag is flown only by Celero's Army


    And the Flag of the Air Corps is literally flow from the backs of it's Griffon riders


    (Bereginia to follow)
    Last edited by Logic; 2014-11-07 at 01:31 PM.
    Spoiler
    Show
    Quote Originally Posted by bosssmiley View Post
    You altruistic weirdo you!
    Avatar by Ceika

  17. - Top - End - #17
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    Default Re: Empire! The Lands of Telluris (the fluff beyond the crunch)

    The Seaborne Confederation (S.C.)
    updated for start of round 31

    Spoiler: Confederation Political Structure and Leadership
    Show

    IN PROCESS


    As the history has become too long and detailed, it is detailed in the Pre-history thread

    The Jeweled Cities
    Region 25, Lt_Murgen



    Region Details
    Spoiler: Terrain
    Show

    The Jeweled Cities is the name given to the vast region of the Tangarotha archipelago. It is a vast, twisted tangle of small desert islands, sand bars, reefs, banks, and mangrove forests. There are only three major distinguishing geographic features.

    New Boy : New Boy is a large, truly volcanic island on the North-east of the archipelago. The volcano is still active, spilling vast quantities of lava into the sea at the eastern end of the island. The western and southern slopes are covered in mangrove forest and fruit trees, most notably coconut. The locals make their living mining the readily accessible ores and gem veins in the lava deposits across the island. While it is arguably the richest island, it is also the poorest in both food and fresh water. The City of Turquoise lies around a major inlet on New Boy. The city is named from the extensive use of turquoise in decorations and buildings. Despite its name, it is really a run-down mining town.

    The Isle of Birds : This Island lies along the western side of the archipelago. It is a long, thin, tall rocky island, almost entirely covered in trees of a wide variety. Vast flocks of migratory birds make their homes here; their seed-laden deposits the cause of the vast diversity of trees. It is home to the Shamans of the Wild, and visitors are often unwelcome. The City of Amber exists under their watchful eye, maintaining the loggers who take their strict quota of trees each year. Amber is used extensively in spirit poles and city decorations, and is highly prized by the shamans. Many coves and caves exist along the island, and the City of Amber itself is quite well protected from the ravages of the sea.

    Old Man : The Old Man is the largest island in the archipelago. The Old Man is easily a full third of the total land above sea level. The first settlers believed the massive extinct volcano was responsible for the rest of the archipelago, and it features strongly in local creation myths. The island sits at the south eastern edge of the archipelago. It shields the rest of the archipelago, and bears the brunt of bad weather and hurricanes. The city of Opal does not lie along the shallow, sandy, shallow coastline, but is built around the ridge of the caldera. The caldera itself has long filled in with fresh water from rains and many, many streams seep out along its sides. The City of Opal provides barreled fresh water for most of the archipelago and most of the alcohol consumed in the cities- a potent rice wine. Beyond that, numerous small farming villages dot the island. They produce fruit, rice, and domesticated ground parrots for food. Opal veins are found in abundance along the mountain.

    Between the major islands lie dozens of smaller islands and uncountable spits, sand bars, and reefs which are collectively referred to as the Grand Banks. A single winding deep channel penetrates into the heart of the Grand Banks. Navigation be sea-going ships is difficult, and most local traffic is on outrigger canoes or catamarans. Adding to navigation difficulties are the kelp olive blooms (see below). Still, at the heart of this lies the City of Pearl. Decorated with the bounty of numerous oyster beds, it resembles a vast raft several miles across. Closer examination reveals it is made of ships and parts of ships, houses on stilts embedded into rock below the surface, rope bridges and slings, and so on. It may look the most run down, but it is the official capital of the Jeweled Cities by being the shipping and transport capital of the archipelago.

    Spoiler: People
    Show

    Islanders, as they call themselves, are an offshoot of humans adapted to living at the whim of the sea. It has affected their physiology and their cultural outlook. Some Continentals, as they call them, also populate the islands. They are a laid back, if somewhat fatalistic people

    Appearance: The vast majority of people on the islands are native human Islanders. Islanders are tall but broad chested, with dark hair, eyes and skin. Some have more exotic colored eyes and hair. They bear a strong resemblance to the Woodland people, with some Cremar influences seen in hair and eyes. Most of them would be seen as exceptionally handsome or beautiful. It is generally held that centuries of pirating and maiden-capturing resulted in comely stock. Islanders tend to vary dramatically depending on which ancestor got kidnapped from which country. Males tend to be 23 link, but are plus or minus up to 3 links. Women tend to be 23 link as well, but only plus or minus a link. Weights tend to be heavier than Quill, with men around 2 chain and women a chain and three quarters. Again, variation is great, up to a half a chain either way for both men and women.

    They bear significant differences from their continental brethren, however. Their chests are more round than their continental brethren. They possess a heart and lung system which allows them to hold their breath for up to 10 minutes. Their ribcage is more flexible and allows them to dive far deeper than is comfortable for normal humans. Their feet and hands are slightly webbed for better swimming ability. Lastly, they possess a second set of clear eyelids that allow them to swim in the salty sea and still protect their eyes. Despite this, they can interbreed normally with humanity.

    10% of the population is from other locations. Drifters, fugitives, and people who wish for an idyllic life find their way to the Jeweled Cities. As long as they adopt the local culture, they are welcomed.

    Clothing in the Cities is, for the most part, kept to a minimum. Thick skinned fish such as sharks provide leather for belts, harnesses, and sandals, which they favor. Breeches are also preferred by both men and women. Strangely, while both sexes eschew shirts, the usually wear long brimmed hats to shield their eyes from the sun. Scarfs of fine cloth are a status symbol, worn as a shawl or belt. Jewelry is common, and feathered accent pieces are seen as well. Wealth is shown by jewelry and people tend to wear their fortune on their bodies.

    Culture: It is easy to live a subsistence life in the archipelago. A few hours of fishing and gathering fresh water and kelp olive, and they are set for the day. Death is also an accepted reality. Poison spine-fish, sharks, barracudas, sun exposure, riptides, and devastating storms are all part of normal life. This tends to make the people laid back, fiercely independent, and hedonistic.

    Sailors, both on deep water ships and outriggers, travel for months on end, also contributing to their independence. As such, formal marriage is rare. Lineage is traced by mother, and denoted by facial tattoos imprinted upon reaching adult age. A common greeting is to refer to someone as “Cousin”, since lineages are convoluted.

    Property rights are as laid back as the people. In general, if you possess it at the moment, it is yours. If not, well, then maybe someone else can use it. Cargo brought into port is the property of the ship that brought it. What is marked on the crates is irrelevant. Possession is the deciding factor, not some piece of paper.

    Most of the people could wield their fishing knives, spears, tridents, and nets as weapons in a pinch. Metal, however, is rare and prized, so weapons tend to be picks and hammers rather than swords. Armor is also rare, being made from fish-leather.

    The deep sea ships are some of the best crafted in the world and crewing them is often a lifetime or multi-generational calling. Of course, the line between noble deep sea trader and pirate is often in the eyes of the beholder.

    Spoiler: Resources
    Show

    Exports :
    Kelp-Olive and oil (great); Gemstones {amber, opal, turquoise, pearl} (good); Tropical Fruits( great)
    The sea provides endless bounty of food, and there is enough rainfall for fresh water to only be a limited issue. Fruit grows plentifully and in a wide variety. The Old man has farms for a species of domesticated ground parrot that is beautiful and tasty.

    The Islanders possess one unique resource- kelp olive. It is a sea plant that blooms twice a year, its seeds are impregnated with an oil that prevents sea water intrusion. In nature, they get wedged into rocks and the shell abraded by the action of the waves. This allows the seed within to germinate and break through the weakened shell in a place that the plant can anchor to. The islanders eat the seeds, and press the outer shells for their oil. The thick, fibrous main trunks are shredded, braided and used for ropes, sails, even rough clothing. Kelp-olive oil is highly prized. It can be used as cooking oil, or for lighting lamps. Applied to the hull of a ship, it seals the wood three times better than pine tar, and is despised by barnacles, who will not cling to the hull if treated with it. It is the Jeweled Cities most prized export.

    Precious minerals are used as currency, and a primary trade good, along with various fruit. Another item highly prized, but only traded locally, are fabric dyes. Shellfish of various kinds are gathered and ground into brilliant pigments, particularly blue, purple, and red.


    Imports
    Iron (required)
    Lumber, luxury foodstuffs, alcohol, and fabrics (desired)

    Iron is the Jeweled Cities most pressing demand. Most of it either goes into their ships, or into tools for the mining town of Turquoise. Wood is important, as it goes into ships. Trade with Tar and Scla’ca supplies that.. Meat and alcohol is in demand as well, as people tire of seafood, ground parrot, and rice wine. Silk and linen are always in demand, for islanders appreciate it tough yet light qualities.

    Spoiler: Religion
    Show

    The people of the Free Cities are a superstitious lot. They live at the mercy of the winds and tides, and see the raw power of the earth in their volcano. The Children of Kina is the dominant religion in the area. See the entry in the Radjura Codex for details. Others are welcome as long as they stay a minority. In the year 407, the Council formalized that attitude with a decree. Only a nominal tax on religious buildings is needed.
    A minority of them still cling to the Shamans of the Wild and their teachings.

    Spoiler: Technologies & Great Projects
    Show

    Long in their past, the natives developed enough craft to build Ocean Going Ships . For decades, they have used them to raid each other, and the coasts along the Sea of the Golden Sun.
    Jonas Grumby created a massive Naval Academy on the Islands. It is still considered the premier training center for Sailors. It was completed in the year 360.
    In 380 [round 10], they developed cultivation techniques to expand their tropical fruit export capability.
    Finally, they developed a unique technology of their own Pitch, in the year 390 [round11].
    Since then, AQUA has traded for many other technologies, some useful and some just to have:
    Berunda riding technology from Guilder in 395 [round 12].
    Plate mail technology from the Ignato Empire in 395 [round 12]
    Black powder technology, Aerial Mount Technology from the Bordeau Concordat in 400 [round 14].
    Printing Press Technology, gained from Jarrland in 395 [round 12], but returned to Ashenia as stolen property in 410 [round 16].

    Spoiler: Leadership
    Show

    The Jeweled Cities, and by extension the entire AQUA, is a vicious meritocracy. The leader leads, and the Senior Council decides if she or he are fit for leadership. If not, then the Council will pick a new leader from their group. This echoes their pirate past of mutiny against unfit captains.
    The civil war of 401-405 changed the Council. Now, each city has a nominal leader, voted on every 5 years. These leaders can cast 1 vote to support or fault any decisions the council makes. These are not binding votes. The Council is made up of three people who advise the leader.
    Currently, the leader is Opus Petrichor


    Tar
    Region 24, Lt_Murgen

    Region Details
    Spoiler: Terrain
    Show

    This humid region of Tar is dominated by the dense western Blackadder forest and surrounding swamps, which fade into arid grassland towards the east, eventually ending in coastal sands.

    Only Quill are allowed to set foot in the closely guarded capital city Elder, so the Chief resides in the military city Arrow for diplomatic purposes, located on a small island in the Great Moss Lake to improve defenses against hostile mountain tribes that occasionally attempt to invade the western border. The trade center Hart, a harbor city at the northeastern fringes of the nation, is where most of Tar's contact with the outside world takes place. Long before establishing trade with other regions, the Quill people made their weapons using bone, shells and obsidian. When AQUA was formed, Hart’s name was formally changed to Beryl, in honor of the Jeweled Cities

    Nighthawk : This giant petrified oak tree at the heart of the forest is a monument to Atur, the Quills' primary deity in a pantheon of nature spirits, all of which are carved in runic patterns into the ancient bark. The primary center of worship, the Tree is a vastly important aspect of Quill culture and guarded fiercely. There are rumors that the Nighthawk also marks the entrance to a secret underground catacomb connecting to a hidden location within the capital city.
    Spoiler
    Show


    Snake Falls : This beautiful cataract cascades over the eastern border of the Great Moss Lake in the depths of the Blackadder forest. It is an integral part of a complex river system eventually leading to the capital city, provided you know the way: otherwise it can quickly become a confounding, mosquito-ridden maze. The waterfall feeds into a large river passing into the sea through the harbor city and trade center of Beryl (formerly Hart), where many Quill offer their services as gondoliers or pathfinders, as foreigners can rarely expect to navigate the swamps and rivers safely on their own.

    Spoiler
    Show


    Tar Pits : These infamous black holes wherefrom the region got its name litter the hotter areas at the drier southeastern fringes of the grassland. It is also a risky but potentially greatly rewarding hunting ground claiming several human lives each year. The most effective hunting method is "tar-baiting", wherein live bait, such as a young deer, is unwittingly herded into the trap, as hunters wait for its struggles and cries for help to attract predators, such as a hungry panther or savage pack of wolves, which, distracted by the possibility of a fresh kill, are then ambushed by fierce Quill warriors. Decorative trinkets and jewelry fashioned from the plentiful supply of various inedible animal parts are often sold to foreigners in Hart for an extra profit.
    Spoiler
    Show

    Spoiler: People
    Show

    Spoiler: Artist's Likeness of typical Quill
    Show


    Artist: kokomiko

    The people of Tar call themselves Quill, and according to their legends, the first Quill were children of fey, and wielders of awesome power; but over many generations, the ability to harness wild energies was lost, leaving only a strong affinity to nature that human blood could not dilute. Subsisting for millennia from the rich ecosystem of the feral forest and wild sea, the Quill are tall-grown and lithe, with wiry limbs that grant them great speed and agility and an uncannily long life expectancy. Given that, most quill (both sexes) are 24 link, plus or minus a link. They are lean, so a chain and a half plus or minus a quarter chain for weight.

    All Quill have dark hair and skin tones ranging from chestnut brown to ebony. Most have brown, black or gray eyes, but one may occasionally find blue, green, red and even violet among them.
    The dark side of this athletic culture is their persecution and ostracism of those born less physically capable. Deaf, blind, albinistic or "warped", that is physically handicapped, babies are drowned or left to die of exposure. Very few do survive to adulthood but will never attain more than mediocre standing in their culture, and so have been known to leave Tar and assimilate to more tolerant foreign regions. Men and women are treated equally, although there is an unsubstantiated social stereotype that men are more impulsive and women more calculating.
    Bastards are disqualified from inheriting property, but that's never stopped them from trying to threaten, bribe or otherwise usurp their way to it. Should an heir leave no children, the heir's closest living kin inherits. The parents of an heir have absolute authority over who their child marries; siblings who have not been chosen to rule can choose for themselves. Only adults may marry, and pre-arranged marriages are only common for heirs.

    Spoiler: Resources
    Show

    Exports :
    Wood, various (great); Meat, various (good); Tar (good)
    Blackadder consists of a wide variety of woods ranging from pale to dark and soft to iron-hard. The forest, swamps, coast and rivers are rife with a profusion of plants and animals throughout the year, providing plenty of crops [Poor] and meat [Good] for trade. Tar is an unusual resource with various practical applications.
    Imports

    Required: Precious Stones
    The Tar region is poor in metal and Quill culture places particularly high value on precious metals and stones. Certain minerals are preferred for making custom paints.

    Spoiler: Religion
    Show

    The Children of Kina is the dominant religion in the area. See the entry in the Radjura Codex for details. Others are welcome as long as they stay a minority. In the year 407, the Council formalized that attitude with a decree. Only a nominal tax on religious buildings is needed.
    A minority of them still cling to the worship of Atur.

    Spoiler: Technologies
    Show

    The Tar started with no exceptional technologies. Since then, they have shared in any technologies gained by the Islanders of the Jeweled Cities

    Spoiler: Leadership
    Show

    When the Quill formed a united nation, the young and strapping Chief Talon Char and his wing (wife) Root were chosen to lead. Talon was given the ability to raise and commands troops, collect taxes in the form of food and other goods, and had the power to declare allied, enemies and neutral positions towards other governments and organizations. In most political negotiations he was merely to be the elected face of the Elder Council, an elite caste of sages chosen for their uncanny wisdom and wile among temple priests who confer on issues about trade, diplomacy and learning
    Since then, the Council has gained power. Now, it is the nominal control mechanism in Tar, with council members having regions to oversee as well. They are allowed non-binding votes into the Senior Council of AQUA.



    Sea of Glass
    Region 130, Lt_Murgen

    Region Details
    Spoiler: Terrain
    Show

    The sea of glass is large obling ring of islands rising from a vast sea mount in the middle of the ocean. It was once a massive supervolcano almost 100 miles across on the narrow side, and twice that on the long side. Multiple jagged peaks rise from the waters. Large portions of the islands are made of basalt and obsidian, their sharp, shiny surfaces glistening in the sun. This gives the islands their name. Above the waters, the islands are very poor, with scrubby patches of moss and lichen attempting to live on the rocks. It would likely be impossible for anything to grow here at all were it not for the vast flocks of migratory birds that stop there bi-annually. A single deep channel on the south east corner of the archipelago allows ships to access the interior. There are other locations where shoals and mounts might be crossed, but they are dependent on winds and tides, and can be quite treacherous.
    Below the waters it is completely different. Magma is close to the surface deep below the water, and numerous geothermal vents push huge quantities of nutrients up into the bowl formed by the caldera. Vast schools of fish make their homes along the walls. Clams and other bivalves grow to massive size, as do the starfish and mollusks that feed on them. It is also a stopping point for schools of fish, sharks, and cetacians migrating around Telluris.


    Spoiler: People
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    The natives of the Sea of Glass are a sentient, bipedal cetacian of massive size. They call themselves simply Pono al a Ono, or “The Climbers”, as they are the only species they know of that is at home in both the water, and on land.
    Spoiler: A Pono al a Ono
    Show



    Adults grow to be between 60 and 70 feet long and weight roughly 30 tons. They have blowholes along the top of their head behind their eyes, a wide pretadory mouth. Their legs are developed for swimming, with claws for climbing. Like their cousins the whales and dolphins, they breathe air but are adapted to swimming and diving to great depths. It is not unusual for them to take a two hour dive to the lower reaches of their realm. Despite their size and large mouth, their voices are high and squeeky. Their native language is high pitches shrills and clicks that travel through water very well. They cannot reproduce human languages sufficiently to speak it, though their hearing range is sufficient to understand it.

    They are carnivores, feeding on large fish, sharks, and having a special craving for mollusks and clams. Primitve, they spend their days diving and playing in the water, and climb out into simple caves in the rocks at night. They weave seaweed into rugs and curtains to decorate their homes. Some species of large whale are killed for their hides, which they tan for leather belts. They also manage and tend beds of clams and bivalves, keeping the predatory mollusks and fish at bay. This can be problematic, as a large Opea’a’ dwells in the deeps and uses its massive jaws to consume shellfish by the mouthful. It is big enough and aggressive enough to injure them when it comes out of the depths at night to feed.
    Spoiler: a Opea'a'
    Show



    They are a family oriented species, with pairs mating for life and spending as much time together as possible. They have little interst in the outside world , considering their home a paradise made for their kind. Adults can live to nearly 200 years, barring injury or accident. Every decade or so, a couple might decide to have a child, so their population grows slowly.
    Spoiler: A couple dancing
    Show

    There is little formal organization to their lands. They have a Speaker who is responsible for talks with the outside world. She was selected because her home was closest to the deep channel where ships enter. They also have a Watcher. His job is to predict and warn of things like incoming storms or eruptions on the sea bed below. Beyond that, most disputes are settled by a simple majority agreement.


    Spoiler: Resources
    Show

    Resource: Adamantium (good); Nitrates {bird poop} Good
    Import necesity: Fabric for natives, grain for non-natives

    Certainly the area is ripe for development. Obsidian and reflective basalt could be developed into strong, easily polished glass. There is an abundance of fish and seafood that could be havested. But the Pono al a Ono have little interest in trade or exports. They do, however, have one resource they do develop in excess [a GOOD resource]. A deep vent in the northern part of the ring produces Adamantium in significant quantities. Pono al a Ono do little more than harvest chunks of it to bash into primitive knives, buckles, and other small, useful items. Well, small to them.
    The extensive bird droppings provide an excellent source for nitrates needed for gunpowder. When the visiting humans asked for permission to harvest it, the Pono al a Ono made what only could be seen as a disgusted gesture and gave them permission to take all of it.

    When asked, the Pono al a Ono will say they lack for nothing. But they do have a passion for fabrics (linen, canvas, and particularly silk). Such tightly woven and beautiful sheets are a status symbol in their culture. Non-natives can find lots of fish and seafood, but it is impossible to grow any sort of cereal crop on the islands.


    Spoiler: Religion
    Show

    They have no formal religion, and worship no named diety. However, the night sky holds a great fascination for them, and is a source of great debate, discussion, and philosophy. They honor their dead but taking them far away from the islands, out into the deep ocean, and allowing their bodies to sink to the deeps. In that way, it truly returns to the sea.


    The Bloomenwald Isles
    Region 91, Lt_murgen


    Region Details
    [/SIZE]
    Spoiler: Terrain
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    The Bloomenwald islands are a chain of well worn islands linked with coral reefs and atolls. Short beaches of white sand surround each island. The remainder of the islands are covered with massive growths of vines and flowering plants of an immense variety. Trees, almost exclusively fast-growing bamboo, are prominent as well. This is attributable to the massive ocean currents which keep the islands from getting too warm or too cold.

    The islands are home to numerous species of hummingbird, butterfly, and other nectar and fruit eating birds and insects. The atolls and reefs are full of colorful fish. Oddly, predators seem largely absent on land and sea, with exception of deep-water species.

    The elevated hills that comprise the central portion of each island are tall enough to form a wind break, providing ample rain to the area. Most islands have thermal pools heated from deep in the earth as well. There are only three main features:

    Seal Island is the eastern and southern most island in the chain. It juts out into a deep dropoff, making it ideal for schooling fish. Vast colonies of seals live along its rock-strewn beaches, and large sharks and killer whales prowl the depths. Numerous small settlements of bamboo huts dot the island, home to the people when they are not enthralled by the blooms.

    The Grand Springs are a series of interconnected hot springs that take up several square miles of one of the central islands. It holds the largest concentration of grape-lotus in the chain. The air is always thick with the pollen from the floating plants. The very ground is stained a deep red. At any time, a full twenty percent of the islands population can be found enthralled here, changed to little more than mindless pollinators.

    The Brown Volcano is the largest of the islands, and generally the most north west. A large mud volcano occupies the center of the island. It appears to be a tall, regularly shaped, 4 sided pyramid. Yet it is of such a scale that it is impossible for it to be a crafted structure. It regularly spews hot mud and dirt into the air from its caldera. This dirt is carried downwind, bringing nutrient rich powder to the other islands and feeding the massive blooms. It is also responsible for the noxious ammonia smell. Anyone attempting to explore the slope of the volcano is likely to die from ammonia poisoning.

    Spoiler: People
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    The natives, if they can be called that, are largely Stekelv or Caercian stock, with light brown skin, dark hair and thin eyes. They are very thinly muscled, more wiry than strong. Their hair is worn long, and men sport long beards. They are a primitive group, subsisting on seal and fish when aware, and feasting on the numerous nutritious blooms and fruits of the island when enthralled. They live in bamboo and vine huts where they choose to settle. Some tanning of seal and shark hide is accomplished, but they have little true industry.

    They are anarchic, possessing no government. Those capable of considered thought admit that the islands themselves are in control of their lives. They are merely thralls to the various pollinting seasons of the flowers. As the winds carry the pollen or the thundersheet plants vibrate to the sound of the pollinating birds, the people are affected terribly. They lose their will and move into the island chain, following the scent trails. For days, or months, or years, they live as little more than animals moving from plant to plant, spreading seeds and pollen as the psychotropics demand. Often, they manage to break free for a few hours or days at a time and attempt to travel back to Seal Island and their nominal home. But then another scent, or another fruit will enthrall them again for a time.

    Spoiler: Resources
    Show


    Resource: Thundersheet plants (good); Grape-Lotus (good)

    Import Necessity: clothing

    The islands posses uncountable numbers of plants whose stems, leaves, flowers, or fruits hold potential value as a commodity. Two in particular hold promise for export.

    First is the Thundersheet plant. It is a high climbing vine with thin gray/green leaves The leaves have fine hair-like extensions on one side, and deeply grooved thick edge on the other. It enhances sounds made nearby and broadcasts it. Naturally occurring around other flowering plants, it feeds off of hummingbird droppings. Its sound enhancing abilities call the birds to the flowering plants from miles away. Round pieces of leaf stuffed into bamboo will amplify the human voice considerably.

    The second is the Grape Lotus. A flowering lotus that floats on warm, sulfur laden water, it has a spongy middle with a thick syrup inside. It is a highly addictive narcotic that reduces the mental capacity of the consumer. The lotus eater will move about, covered in the thick syrupy pollen, spreading it from plant to plant. In small doses, it can be a potent painkiller.
    Beyond these two, there are hundreds of others awaiting exploitation. The sap of a tendrilla vine is a potent antiseptic and wound salve. Several species of fruit have enough nutrition that one piece could sustain a man for a full day. Another plant seems to render the skin impervious to sunburn. Each, however, comes with a cost. The benefit serves the plant’s reproductive cycle first and foremost in some fashion.

    Being thralls to the plants, their clothing suffers terribly. Most does not survive more than a month or two. Most of the population of thralls wander about largely naked. As such, any type of clothing is welcome.

    Spoiler: Religion
    Show
    They have no organized religion. Each person practices whatever they believed when they came to the islands. However, there is a strong reverence for the Sun here. While under the influence of the plants’ psychotropics, a person’s head is the most lucid when they first wake up in the morning. Seeing the sun, they often move towards it for a time until they succumb again. “Follow Yellow” is a simple mantra quickly learned and easy to remember. It is what allows so many of the lost to find their way back to the far eastern islands, where they can become lucid again for a time.

    [/spoiler]

    Galomyr
    Region 130, Lt_Murgen



    Region Details
    Spoiler: Terrain
    Show

    Galomyr is an island nation divided into three distinct geographical zones, radiating around the main island like rings. Overall, the island is not as lush as one might expect. It long dry periods punctuated by two brief, intense rainy seasons.
    TheBlack Mesa is the region's largest natural landmark. It is a mesa of substantially large proportions: over 3000 feet tall from base to clifftop, and covering an area of nearly 100 square miles. It dominates the narrow middle of the island. It is completely bereft of any vegetation along its vast flat top. In the past, the Black Mesa had been a place surrounded by superstition and mystery, claimed by shamans as the land of the dead due to the absence of plants and animals on an around it, but in the last 100 years, climbing to the top of the mesa and walking the perimeter has become something of an unofficial rite of passage to the local youths of Galomyr, especially those from the city of Lahai.
    The Jungle of the Moon surrounds the Black Mesa on all sides, running from the Silver Beaches up the first 500 or so feet of the Black Mesa. Coconut and banana trees dominate flora, with coarse bladed grass holding the sandy soils together. Insects are common, as are small lizards to feed on them. Lizard eating spiders are also prevalent, some with highly toxic venom. This area contains almost all of Galomyr’s freshwater, in numerous pools and seasonal rivers. It trails out as it goes southward, ending in a vast expanse of silver-white sand called the Silver Beaches. The Beaches dominate a full third of the main Island.
    The City of Lahai is remarkable in its scope. Built along the northern portion of the black mesa at the border of the Jungles of the Moon, it holds 90% of the Galomyrii population in one vast city. Part cave system, part city on stilts, it is a unique expression of its avian creators. It is difficult and unnerving to navigate its narrow bridges, open and unprotected architecture, and wildly varying levels for normal humans. It is being endlessly added to and remodeled. Infrequent visitors often find well travelled routes completely revamped. Building is a passion for them, and new construction may go unused for decades. It is not unusual for a galomyrii to tear down a wall and find an entire room system that had been hidden sometime in the past.
    The only other point of note is the Isle of the Willomyr. It is a small rocky island looming out of the sea to the West of Galomyr proper. It is prized by the Galomyrii for it unobstructed view of the sky, safe from most light.


    Spoiler: People
    Show

    The Galomyrii are a species of bipedal avians. They appear to be a cross-breed of human and bird. Their general body shape is human, but with clawed feet like a bird. Their head is also distinctly bird-like. Feathers coat their body and arm wings. Their diet is largely nuts and fruit. They can eat fish, but it is considered low class. All Galomyrii can fly to some degree. As with all birds, they are vulnerable as they stuggle to get off the ground. So they developed the ability to climb as well. Now, most of their flying is more akin to gliding and riding thermals than true flight.
    Spoiler: a typical Galomyrii
    Show




    Most Galomyrii live in various districts in Lahaii. Small communities around the banana and coconut plantations are built up on stilts within the plantation. The sense of community is strong, even if familial ties are modest. The need to stay in large groups is ingrained in their avian psychology. Lahai demonstrates this well. The city is endlessly adding on, tearing down and rebuilding to accommodate their growing population. Few wish to leave the city, preferring to stay in a close community, called a colony, .with their family and associates
    Knowledge is prized amongst the Galomyrii. Their histories relate that they were once more war like. Crowded conditions and aggressive behavior was a poor combination, and there were many wars. Hundreds of years ago they transitioned to valuing actions that benefitted the colony. Peace settled in, and knowledge became a tradable commodity.
    Despite this, they still possess excellent martial skills. On the ground, they prefer wielding short blades and little armor, relying on their dexterity. They also use their strong, clawed feet in combat a well. In the air, use short bows for attack. The bows ride strapped across their chests for quick access. The Galomyrii will rise up, and draw their bow, firing several arrows in quick succession, then snap the bow back to their chests and pull out of their dive.


    Spoiler: Resources
    Show

    Bananas[Good]: Vast plantations of bananas supply an excess of food to the Island
    Aloe Vera[Good]: More recently, aloe vera has been introduced to the islands. It grows well in the sandy soil along the edges of the jungle. It also manages the extensive dry seasons well. It is rapidly growing popular as a sunburn ointment and medicial.
    Scholars[Great]: The Galomyrii prize scholarship and learning above all else. They have vast schools in Lahai dedicated to learning and researching just about every subject they can think of. Putting their services on loan for their needs is seen as an honorable calling.
    Stone is in great need. Lahai can only tunnel so far into the soft rock of the Black Mesa without reinforcing its structure. Also, as the food demands of the island grow, the need for roads for wagons transport has become apparent. Stone is needed for this as well, as the vicious wet season destroys earth-packed roads.


    Spoiler: Religion
    Show

    The Galomyrii have no official religion. They prize logic and knowledge far too much to place any value in what they cannot see. There are undercurrents of mysticism, particularly in astrology. Many study the movement of the sun, stars, and moons, attempting to divine their purpose and influence.
    As the Galomyrii began trading more and more with the ships of AQUA and Celero, some have adopted the religion of the Children of Kina.


    Propinlonge
    Region 39, Lt_Murgen

    Region Details
    Spoiler: Terrain
    Show

    Propinlonge is an island off of the southern continent. A large central mountain looms from the south-central of the island. A large ridge runs toward the main continent. It dives under the sea into a series of dangerous shoals and reefs between Propinlonge and Pennoccident. This area is impassible to ships and served as a functional and cultural barrier for centuries. The area has three distinctive features:
    B]Ghaliti Desert[/B] is a small but deadly desert in the southwestern corner of Propinlonge. Natives avoid traveling more than an hour into it, for few are able to withstand the intense heat for the miles it stretches. A few native plants grow here, though this desert is mostly barren.
    Heaven's Falls is a very wide and somewhat tall waterfall, and is traditionally called the beginning of the Popidoe River. The lake that feeds it is fed via near-constant rainfall, and a rumored underground glacier.
    The Popidoe River is the longest river in the province of Propinlonge. It begins at the foot of of Heaven's Falls, and streches from the middle of the land to the northwest. A fairly wide and deep river, it is not uncommon to have shallower seafairing vessels travel upstream to Lake Lanbowed, nearly a third the length of the river.

    Spoiler: People
    Show

    The natives of Propinlonge are a short and dusky people, with dark hair and winning smiles. A Propin with Celerese heritage is usually easy to pick out amongst the Propin. Children born of these unions are usually taller, lighter of skin and hair, and often the somewhat dominant Celerii trait of webbed fingers and toes is apparent. In the decades since, Saterri, Galomyrii, Quill, and Islander families have relocated there as well. It is now a very cosmopolitan nation.


    Spoiler: Resources
    Show

    Resource: Pigs (good); citrus fruit (good); Platinum (good)
    Import necesity: Wood
    The Island of Propinlonge is known primarily for two things: Swines, both feral and domesticated, and citrus fruit. Hops also commonly grow here, but not in any abundance to be harvested by any but the most dedicated of brewers. Platium was discovered after Celero took the Propin under their wing.
    Trees are scarce, and wood for building is always in high demand.

    Spoiler: Religion
    Show

    Little is known of the religion of the area before it was absorbed by Celero. It has been subject to the missionary efforts of the Children of Kina and the Radurja.

    Spoiler: history
    Show

    351-355: Region 39 is controlled an unknown leader who claims allegiance to Celero
    356-360: celero reaches out to what they thought was the Kuro Imperium
    376-380:“Region 39's leader has died, and word has been sent to Celero. Piles of crumpled, half-finished letters professing love to King Andust the Bold by the hand of Ignewel Al-Jinn, along with messages of the new leadership, who wish to become one with the country their soldiers' fathers hailed from.” Celero takes over.
    386-390- aloren goats for Prop. Pigs, Nyroth Ginger for Fruit. Iron from Celero.
    401-405- platinum discovered
    416- International Embassy in Propinlonge built.
    426-430 Children of Kina minority
    437 The Second International Council in Propinlonge has been attacked by a man calling himself Ridovo, and several delegates have been killed! Ridovo was eventually killed, apparently by Zuida Rongyao, who himself perished in the act.
    451-455- repaired after attack
    451-455- Radurja minority
    465- International Embassy in Propinlonge complete.
    471- Assassination! The governor of Propinlonge has been killed! Poison has been found in their last dinner. Oh, if only they hadn’t eaten the roast duck.
    486-490- research adapting medince tech to work with aloe vera plants.
    495- Transferred from Celero to the Seaborne Confederation
    Last edited by lt_murgen; 2015-02-16 at 03:03 PM.
    Keeper of the 49 Rules.

    Pet Peeve: Yay ≠ Yeah

  18. - Top - End - #18
    Ogre in the Playground
     
    BlueWizardGirl

    Join Date
    Aug 2011

    Default Re: Empire! The Lands of Telluris (the fluff beyond the crunch)

    This is a regional entry for Sympolemou, which has become an npc vassal of Glazfell since the last time the region post was updated.


    Sympolemou
    Tychris1


    Notable Treaties:
    The Sailing Vermin treaty: Trade agreement with Qarimos and Sympolemou to trade wood for ships.
    Tar trade agreement: Vegetables for Meat
    Heartwaste Pact, sending True Ice for experimentation
    Frostpact, trading True Ice for Meat with Glazfell

    Spoiler: Imports
    Show

    Meat (Tar)
    Meat (Glazfell)
    Mud (Haiwaste)
    Herbs (Skarval)
    Ships (Qarimos)
    Sparkfellow Icicles (Tuhiland)


    Spoiler: Technologies
    Show

    Full Plate
    Prosthetic Limbs
    Clockwork
    Ocean-Faring Ships
    Hovercrafts
    Ultralight Materials
    Printing Press
    Blackpowder
    Advanced Lenses

    + Stuff


    Spoiler: Military
    Show

    Sympolemou: 5 Ground Units
    Krepida: 2 Ground Units
    Aimplach: 1 Ground Units

    Winning Tactic - Mountains





    Duke Ironfang Van Troven
    Spoiler
    Show
    Info for Ironfang will be released soon.Portrait


    Van Troven Family Tree




    Sympolemou
    The Land of Blood and Horror
    Region 18, Tychris1

    Population: 1,474,000
    Terrain: Deathtraps, apparently. What were you expecting?
    People: Sympol (Ratfolk)

    Resources:
    • [Good] Skarnak Birds (3/3) (Glazfell, Aimplach, Krepida)
    • [Good] Wood (3/3) (Qarimos, Aimplach, Krepida)
    • [Good] Crops (3/3) (Tar, Aimplach, Krepida)
    • [Good] Monster Rats (3/3) (Glazfell, Aimplach, Tuhiland)


    Import Necessity/Great Desire: Meat (Met by import from Tar)

    Religion: Sympol Ancestor Worship (Only)

    Region Details

    Spoiler: Terrain
    Show

    The land of Sympolemou is treacherous and dangerous, blighted with pockets of inhospitable terrain dotting the landscape. Toxic vents, hidden quick sand, and vicious animals are the norm. If one does not actively watch his back, or have someone do it for them, then they are very likely to perish within an hour of traversing these lands. Yet ultimately it is worth it, for the natural beauty and fertility of the land is breath taking. A shining gem masked by blood, danger, and war. As a result of this most Sympol are Hunters and Warriors, with the rest composing of miners or gatherers.

    • Heart of the North: The Heart of the North is the central military and political hub of Sympolemou. The Heart of the North is a set of mountains that combine together to form a naturally isolated valley. Lying in the center of it is Bloodfangs keep, Dark Heart, with several smaller locations encircling around it, and ultimately leading into the mountains themselves. Within the mountains, other clan establishments are settled and expanded upon, with intertwining caves and networks slowly cutting their way through the mountains. But ultimately, as the saying goes, "All roads lead to the Dark Heart" and as a result they all have passages straight to his doorstep. It was here that Bloodfang carved his name into Sympolemou history, and his throne at the center of Sympol life serves to act as a reminder of his unflinching grit and skill.
    • The Forest of Bones: The Forest of Bones is a mystery to the people of Sympolemou. Theories revolving around it fluctuate and change as time goes on. All that is truly known is that some great tragedy befell this land, for the bones and remains of hundreds of Sympol dot this forest, with perhaps yet more uncounted. Perhaps there was some great sacrifice to an angry god, who cursed the people their with a ravenous forest that wiped them out? Or maybe it was the sight of a great war, where several clans came together and wiped each other out in a genocidal fit of fury. Whatever the reason may be, only the brave or foolish enter the Forest, for within it lurks monsters and beasts unknown. Few enter it, and fewer leave to tell the tale. Stories of horrid monsters, strange alien beasts, and perhaps most disturbing of all, tales of savage Sympol who devolved into madness and stalk the night like crazed killers all permeate the Forest. However, it is the biggest source of wood in Sympolemou, with trees that seemingly reach for the sky, and leviathan in size. As a result it is common for the Sympolemou to harvest its outskirts, though it is rare to see them stay for long.
    • Rapid Run Shore: The shore that stretches from the top of Sympolemou all the way to the bottom of it. It is shrouded in a miasma of toxic gases, boiling hot geysers, and quicksand. If a Sympol manages to somehow get past all of these dangers, the beasts that lurk on the beach and within the water are a different matter entirely. It's moniker was given to it by the few skilled (Though some might claim Insane) Sympol who managed to chart a way through and get onto the shore itself. Only the fleet of foot may pass unharmed, and not without a bit of luck and a good weapon. The small community that lives on Rapid Run Shore are fishermen and sailors, providing the other clams with the bulk of fish they will see in their life. As a result of the perils involved with transport, shipments are rare but bulky, and the arrival of such a delicacy as fish is a cause for great celebration and joy.


    Spoiler: People
    Show
    The Sympol people are a violent, veteran, and vicious people. They have grown to be more then willing to defend what is theirs and to fight nonstop for what they believe in. Their environment has shaped them into the bloody weapon they are today. A constant pervading threat of the very land around them potentially lashing out has made them distrustful of things they do not know or comprehend, making them slow to trust. However, this has also instilled a great sense of brotherhood, honor, and community amongst them as they all learn from a young age to watch each others back. Social hierarchy is an important concept amongst them, as without chains of command and order, the Sympol people would have died out long ago.

    The people of Sympolemou are lanky ratmen. Their mouths are lined with razor sharp fangs, with deadly claws for hands, swift paws for feet, and snouts for noses . Their fur color comes in different shades of brown, red, black, and white. The only part of their body not furred is their pink tails, which are capable of basic manipulation. Amongst their kind, brown furred are the most common, with black furred being the strongest, red furred being the swiftest, and white furred being the wisest. As a result many of the warriors are drafted amongst the Brown and Black fur Sympol, while any duties related to their ancestor spirit religion is delegated to White furred Sympol. There is very little difference between Male and Female Sympol, save that the Females are more sinuous and due to their wartime ideologies are generally put into reproductive roles, unless they are recruited into being a warrior.

    The Sympol people marching to war.


    Spoiler: Resources
    Show
    The Forest of Bones' immense size provides all the lumber that the Sympol will ever need, and adept farmers have learned how to grow excellent crops even in the harsh magic-scarred environment. The Heart of the North used to provide plenty of iron to the Sympol, but of late that resource has been largely devoured by the Ducal Skarnakan Flock: Great War-birds with blades for feathers and natural plate armor. Unlike the graceful, majestic skarnak, which provides an excellent mount for those braves willing to ride one, the Monstrous Rats captured from the Forest of Bones are hulking beasts that accept no rider. They can be coerced, made to push the plow or turn the mill, but attempts to utilize them on the battlefield have consistently failed.

    However, the general rarity of fish, and the dangers of outright hunting the monsters that prowl the landscape makes protein hard to come by, and as a result meat and livestock are imported to Sympolemou.


    Spoiler: Religion
    Show
    The people of Sympolemou have a strict belief in spirits, particularly that of ancestors and legends. They believe that if you die with Honor as a Warrior you will persist between the worlds as a spirit to guide your children in the future. There blessing and prowess is gifted to those they deem favorable, and a lucky victory or good season is generally attributed to a powerful ancestors blessing.

    Holidays:
    Spirits' Eve: During the summer solstice, when the sun rises high and the world is ripe for long days of marching, the Sympol people respect their ancestors. The exact origin of this event transpires long ago, to the very beginning of Sympol culture. The people of Sympol migrate, marching with great haste to the edge of the Forest of Bones. It is said that during this day the power of the Spirits is bolstered, and they can intermingle with the populace with great ease. Families bury their dead, celebrate weddings, and honor their ancestors. They pay respect to those who have gone, and those who are to come. However, the biggest event to transpire during this day is the incursion into the Forest of Bones. A party of Warriors brave enough to enter are gathered, equipped with fine gear, and then sent into the forest to prove their glory. Whomever returns alive, or (even better) with the slain carcass of a monster, is heralded as a grand hero and paraded around the Heart of the North as such.

    Major Ancestors:
    Skriit- 200 years ago: Skriit is perhaps the greatest ancestor that the Sympol people recognize. Long ago, before any can remember, in an age of legend and danger the Sympol people were nomadic. They drifted around Sympolemou, hiding from monsters, scurrying from sight, and scrounging to survive. They were a scattered people, with no order or strength behind them. Yet one day a baby was born, and that baby was Skriit. He looked upon his people, saw the state they were in, and could not stand it. Leaving the shelter of his home, legend says he climbed the tip of the tallest mountain, and raged against the heavens themselves. He beat his chest, roaring out in the name of his people, and was not seen for weeks. Long after, when the Sympol people forgot him, he returned. Garbed in animal hide and equipped with a jagged bone sword, he rallied his people, inspiring them with stories of his time spent abroad. They took in his stories, processing what he had said, and envisioning this wonderful world out there. Now, during this time the Heart of the North was a den of monsters. Fiends so unimaginably terrible that words fail to describe them. They prowled and stalked each other, eternally hunting anything they could find, and they infested the heart like a virus. Skriit saw this portion of land, and saw his peoples future home in it. With fire and rage he led his people, swarming out of their dens and hideaways by the thousands, and equipped them with crude weaponry. They swarmed over the Heart, clawing their way into its center, and fought tooth and claw against the monsters. It was a bloody battle, one that lasted for days, and by the end of it the Heart was choked with bodies from both sides. Yet despite the damage, the Sympol people stood victorious, and they claimed the heart their own. Sadly, Skriit died during the battle, singlehandedly holding off a quarter of the monsters force. His body, rent and broken, was interned inside the carcass of the greatest monster that fought that day, and he was laid to rest in the center of the Heart of the North.







    Krepida
    The Land of Ice and Death
    Region P3, Tychris1




    Lord Kriark Shwuark, Protector of the North
    Spoiler
    Show
    Lord Shwuark is a member of the Shwuark household, one of the four great feudal families installed by Duke Ironfang to maintain his land and micromanage the massively expanding population under his command. Kriark is a stolid, solemn Sympol. Brown of fur, thick of muscle, he exudes a kind of aura that impresses upon sight. Despite his relatively young age, he holds a certain grim determination and salty demeanor that makes him seem far more aged then he truly is. Garbed in furs from his homeland, his banner is that of a snarling rat-wolf, an exceedingly rare sight in the frigid tundra. In his hands he wields a massive Dark Star Iron bastard sword entitled "Frostedge".


    Population: 282,000
    Terrain: Frozen Wasteland
    People: White-furred Sympol

    Resources:
    • [Good] True Ice (2/3) (Glazfell, Tekorva)

    Import Necessity/Great Desire: Meat (Met by import from Glazfell)

    Religion: Sympol Ancestor Worship (Majority), Doctrine of Frost (Minority)

    Region Details

    Spoiler: Terrain
    Show

    The land of Krepida is a bitter, hardened place. Vicious ice storms roar across the landscape at unbelievable speeds, tearing apart anything unfortunate enough to get in its path for too long. The sight of a fully grown Sympol, picked to the bone and frozen over in a matter of seconds is an all too common sight.

    • The Black Keep: The Black Keep lays on the edge of the Howling Maw, a fortress built entirely out of obsidian and sprinkled with Dark Star Iron. No one is entirely sure where The Black Keep came from, as the Shwuark family merely took it over upon Duke Ironfang installing them as a seat of power. The durability and foreboding nature of the fortress makes it appear as if the Keep has merely been there for all of time, and as far as local legend is concerned it has. No oral history can recount when it was made, though rumors and legends abound of ghosts, ghouls, and ghasts haunting those mysterious halls. The anguished spirits and bodies of the last occupants, bound to that foreboding, cursed castle. The Architecture is similar to that of the Bronze Citadel in Glazfell, though obviously of a different material.
    • The Howling Maw: The Howling Maw is a massive cliff face leading into the deepest valley in Krepida. It originally earned its name from the massive indentations along its side, carving a haunting mockery of a face wracked in agony. Yet in the past few generations, a massive ice storm has picked up along its base, and the whipping winds have created several holes through which they may whistle through. This haunting, discordant, madman's composition sounds like ten thousand rats howling out in pain.


    Spoiler: People
    Show
    The Krepi are direct relatives to the Sympol people, lanky ratmen of various furs and sizes. Unlike their mountainous kin however, the Krepida breed are particularly thicker, and bushier of fur as they have grown accustomed to the cold climate of Krepida. Furthermore an unnaturally high birth rate of Albino's are known to exist in Krepida, a sign of a great hunter and warrior amongst the frozen kin.


    Spoiler: Resources
    Show
    The Howling Maw is the main source of True Ice in Krepida, as the whipping winds underneath often carve out holes in the landscape through which Sympol explorers may scurry through and recover the mysterious material.

    Like the main part of Sympolemou, however, Krepida does not have enough meat to support its population.


    Spoiler: Religion
    Show
    The people of Krepida are disorganized and indifferent when it comes to religion. Most of them follow a disorganized amalgamation of gods and spirits that form several feuding pantheons, praying in times of dire need, and renouncing the Gods when their prayers are unanswered. A small minority amongst the population have converted to the followings of the Doctrine of Frost, and as a result the DoF is occasionally mingled with the various pantheons and supernatural beliefs.



    ----



    Aimplach
    Region 18B, Tychris1

    Population: 783,000
    Terrain: Karst caves, Giant death pits
    People: Black-furred Sympol, Mantid-Folk

    Resources:
    • [Good] Tunnel Wolf Meat (2/3) (Sympolemou, Krepida)
    • [Good] Screeching Crystal (1/3) (Glazfell)
    • [Good] Darkstar Iron (3/3) (Glazfell, Sympolemou, Krepida)

    Import Necessity/Great Desire: Stone (Met by import from Haiwaste)

    Religion: Sympol Ancestor Worship (Only)

    Region Details

    Spoiler: Terrain
    Show

    Bleurrrrgh!

    Notable Terrain Features:
    • The Hell Pit: Located under the Forest of Bones, a chasm stretches through Sympolemou's underworld. The area is crawling with dangerous creatures, the smell of brimstone wafts through the tunnels, and the walls are lined with dangerous Darkstar Iron Ore. No Rat has reached the bottom and returned to tell the tale, and the ones who have attempted to do so before returning in failure have reported seeing nothing other than inky blackness and hearing the sound of screaming in the depths below.
    • Two: Stuff here.


    Spoiler: People
    Show
    The peoples of Aimplach are notably more varied than the rest of the Kingdom of the Iron Doctrine, though that's only because the Sympol share their space with other species.

    The Sympol themselves are present in numbers, of course, and have flourished throughout the region. Most Sympol in Aimplach are either black-furred or quickly become black-furred due to the huge quantities of dirt and dust moving through the tunnels at any one time.

    Perhaps more interesting are the Nothokhua, a race of Mantids somewhat similar to the beasts of burden in Kasumor, though too small to use as mounts and far more intelligent. Though they cannot vocalize in the same sense as most other races can, they seem to be born with knowledge of (a dialect of) Old Cloudiz, and can understand speech in that language or others taught to them. Among themselves, they communicate using a series of clicks, pauses, and whistles that stand in for letters and punctuation in the Elder Cloudiz alphabet. Though most anyone can learn to understand this cipher eventually, only the Sympol seem to have the ability to effectively imitate it, and that takes significant effort.

    The Nothokhua do not share many values typical of Sapient species in Telluris. While they retain instincts for self-preservation, for most the desire for freedom has simply been bred out. While all are individuals with distinct personalities, most of them prefer servitude to freedom. While outright slavery is not practised in Sympolemou (and illegal anyway given that these are technically citizens under Glazfelli Common Law), many choose to sell themselves into a contract of indentured servitude for food, water, and employment along with basic creature comforts. Not all Nothokhua choose to do so, however: Some opt to explore the wider world, accepting positions as caravan guards and such. While these freer spirits do not adopt a single master to serve, they rarely choose to lead and prefer to follow.


    Spoiler: Resources
    Show

    Tunnel Wolves are strange, wolflike creatures. They seem to be blind, given that they lack eyes, but clearly have some way of discerning their surroundings given that they are adept scavengers and are considered something of a challenge to hunt. Not that it stops the Sympol; their meat is reportedly quite tasty to the ratmen.

    Screeching Crystals are strange, crystalline growths that can be found scattered throughout Aimplach, especially in the region directly under the Heart of the North. They grow in strange shapes, resembling blood-red trees or webs of hard and brittle material. Their strangest property, however, is the discordant screeching and incessant chittering noises that they produce. Whatever causes this, it isn't true sound, though it is perceived as heard; Earmuffs have no effect whatsoever, and it's nearly impossible to concentrate near these annoyances. A Sympol can make decent pay by chopping these up and moving them away from settlements. They do have some use, however: Grinding the crystals to dust produces a potent inhaled auditory hallucinogen. While most hallucinations are described as otherworldly noises with no real meaning, some have reported hearing voices. After a decade-long research project by the Tieflin of Drugaud, these Crystals have been identified as having genuinely mystical properties, and can be used by those with Oracular training to predict the way of things. Maybe.

    Darkstar Iron is an unusual variety of Iron that appears to be incredibly reactive. When struck, it produces a wreath of black flames that smell of sulphur. These do not heat or deform the iron itself, but can have ill effects on flesh and other materials sensitive to highly concentrated heat, as unlike normal fire, the Black flames do not radiate heat outside of direct contact. If death is one's goal, it's hard to go wrong with Darkstar Iron Weaponry. Though don't use it for the hilt, or you might lose a hand.

    Stone is lacking in Aimplach, as most of the region consists of a tunnel network through densely-packed Regolith. Sturdier materials are necessary to reinforce cities and prevent frequent cave-ins.


    Spoiler: Religion
    Show
    Let's just go with Sympol Ancestor Worship. Easier that way.
    Last edited by BladeofObliviom; 2015-01-13 at 04:15 AM.
    Spoiler
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    Normal Avatar by Thormag!


    Earthbound Immortal Uru avatar by Strawberries

  19. - Top - End - #19
    Barbarian in the Playground
     
    qazzquimby's Avatar

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    Default Re: Empire! The Lands of Telluris (the fluff beyond the crunch)

    Sanglea
    Land of Height and Depth
    Region 121


    Population:
    86,000
    Military (8 units max):
    0
    Resources:
    Birds [Good]
    Skywhales [Good]
    Fallen stars [Good]
    Resource Requirement: Metal

    Roll
    Reroll
    Population

    Ruler
    Spoiler
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    Faith: 4
    Curiosity: 3
    Diplomacy: 2
    Military: 1
    Luck: 1

    In Sanglea tradition, Kingship is passed down to any individual capable of reaching a height on the Pillar higher than the last King. Due to this, there have been periods in Sanglean history where rule was temporarily assigned to the current High-Priest.
    Customarily, for the first hundred meters above society, the challenger would navigate a complicated trialed puzzle-staircase, particularly well-suited for members of the Risen aristocracy. From there, the challenger would make the climb using small, naturally found outcroppings from the Pillar until they reached a height they deemed was high enough or were too exhausted to continue.
    Current rule is under the 16 year old Boy-King Rancks, a Grounded who forwent customary procedure and used external equipment to make the climb. The current height record sits at 640ft above society. Rancks is just over 6ft, which is tolerably short for a risen, and one of the shortest kings in recorded history. Fortunately for Sanglea's diplomatic future, Rancks, being a former grounded, is free of the Risen's omnidirectional prejudice.


    Region Details
    Spoiler: Terrain
    Show
    Ironically enough, as it’s so thoroughly neglected, Sanglea's terrain is pleasant and fertile. Most of the land is made up of rolling green hills, with frequent crisscrossing brooks. The notably less attractive aspect of the region is it’s infestation of wolves, which seem to exist everywhere without a proper ecosystem to sustain them.
    The grounded population lives on stilted cities, about 10 meters off the ground, and is composed mostly of tightly bound wood. Rot is frequent in some of the rainier areas, which a former risen high-priest has described as “their godlessness manifest through the blight they spread.”
    The risen live on metal structures nailed into the stone of one of the Pillars. There are two cities standing today, each starting about 500ft above ground level, and spiraling upwards another approximate 500ft of developed area, before the structure becomes unfinished and unlivable. The frontier of the city is always under construction, and buildings higher up are of higher value for religious and prestige reasons, making construction a highly lucrative industry.
    • The Three Pillars: Likely the most notable features of Sanglea’s terrain, and definitely the most regarded feature to its inhabitants, are the three Pillars. Reaching a seemingly infinite height, the Pillars are ancient and a source of endless curiosity from Sangleans, so much, in fact, that the residents have built settlements sprouting off of the spires. Each Pillar became a city focusing on one aspect of their nation; Coliear, the scientific center of Sanglea, Siranol, the chief religious site, and Galilor, the militaristic capitol.
      Or rather, Galilor was the capitol until the Pillar was struck by lightning, or smote, as Siranites would say. In their sensitive position, the fire collapsed key supports, killing every inhabitant of the capitol. The burning of the city was visible from both of the other pillars, and caused two major changes: the immediate reconstruction of the standing cities primarily with metal and other non-flammable materials, and the title of capitol bestowed to Siranol. Galilor, the Pillar, now stands as a blackened memento of past glory and tragedy.
    • The Pit: Considered an unholy site, the Pit is a huge and seemingly bottomless sinkhole found deep within one of the larger forests. The pit is nearly a mile across, and several rivers empty into it, cascading into mist which gradually obscures view. Given the population's religious obsession with altitude, the pit has never been explored. As the pillars are viewed as a symbol of good and strength, the pit is seen as an evil thing, to be avoided and studied from a great distance.
    • Annual Flooding: A curious phenomenon effects the Sanglea islands every summer. While normal tidal patterns on neighbouring islands and the coastline do not change, Sanglea's water level changes dramatically. It's unclear whether the islands sink, or if the water only rises in a limited area, and either possibility invites further study. The deep water provides a secondary reason for the stilt obsession, and possibly sparked the trend's beginnings. During the few weeks of flooding, the population adds whatever fish they can catch on top of the food they have stockpiled, and the season is usually seen as a celebratory time, rather than a nuissance.



    Spoiler: People
    Show
    Refusing to live on the ground, the people of Sanglea live on villages supported entirely by stilts, or in the case of aristocrats and holy-men, on artificial attachments stemming from the Pillars. They are a varied folk; those who live in the spires shadow are often more diminutive compared to their aristocratic cousins, but resemble each other with their dark hair, gray eyes, and soft features. This difference in stature is a result of a height-oriented caste system, a topic of resentful conversation among the Grounded citizens, and a god given right in the eyes of the Risen. Risen generally stand between 6-7ft tall, with the occasional 8ft giants being revered, and 5ft disappointments grounded. The Grounded have more average heights, at 5-6ft.
    Many of the Risen are an intelligent, but headstrong bunch, becoming disinterested in topics and individuals when events do not go their way. Conversely, the Grounded are open-minded and tend to break the mold from societal rules imposed by those above, such as communication with land-dwelling foreigners or occasionally even blasphemous land-based, stiltless travel.
    In combat, stilted Sangleans aren't entirely worthless. Special spiked stilts dig deep into the ground, while the walker spears down at his opposition. This keeps the Sanglean safe at first, but it's usually not long before the stilts are uprooted or cut through. Each Sanglean soldier is approximately as effective as a foreign, unstilted soldier.


    Spoiler: Resources
    Show
    All of Sangleas resources come from the sky, since drawing from the earth is frowned upon at best. Birds are generally caught with hooked crossbow bolts that can be reeled back to the firer, and can be large enough to feed four for a meal. Above cloud level fly Skywhales, which are caught in a similar method and deliver much of the food supply, but are too lean to yield much usable oil. Lastly, falling stars which burn throughout the atmosphere occasionally survive the distance to the highest catching nets, though burned down to a fraction of their normal size. These stars are used for heat and light, and provide a religious focus.
    Neglecting the earth however, leaves Sanglea completely deprived of metal. Metal is a material of extreme importance for their progress, since all construction uses metal at least as a foundation, to avoid another fire catastrophe.


    Spoiler: Religion
    Show
    To be above is to be godly. This is the root of Sanglean religion, or Rism, stemming from the three seemingly infinitely tall Pillars, which are scattered across the Sanglean mainland. Due to the frequent flooding, Sangleans regarded these ancient Pillars as a safe haven, and adapted to life above ground.
    The practice of Rism is an attempt to understand the will of the Pillars or that of who made them. When Rism is practiced seriously, generally by the Pilran Sect, an isolated portion of the aristocratic Risen, intense study and research is conducted on reason for the floods, ancient scripture, and the Pillars themselves.
    As a result of this mania for answers, setting foot on the ground is seen as blasphemous, and is viewed as disinterest for guidance from a higher being for the sake of selfish needs. Contrariwise, to be higher is regarded to be more dedicated, and is rewarded with higher status and wealth. It is an uncommon, yet recognized, punishment for a Risen to be cast down from the Pillar to the ranks of the Grounded, or in extreme cases, to be banished to walk the earth.


    Spoiler: Technologies
    Show
    Ocean-Faring Ships(Islands start with that?)
    Last edited by qazzquimby; 2014-06-16 at 09:21 PM.

  20. - Top - End - #20
    Ettin in the Playground
     
    TheWombatOfDoom's Avatar

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    Default Re: Empire! The Lands of Telluris (the fluff beyond the crunch)

    Empire of Dawn
    SOUTH LYRADIS
    Serendel, Ruling Kingdom of the Empire of Dawn

    TheWombatOfDoom

    [Original Rolls]

    Ruler: Luca Serendel

    Current Stats:
    Diplomacy: 8
    Military: 10
    Curiosity: 6
    Faith: 3
    Luck: 10
    __

    Original Stats:
    Diplomacy 5
    Military 6
    Curiosity 4
    Faith 2
    Luck 10


    Family Tree
    __

    331 to 335: Extending the Hand
    336 to 340: The First Grand Ball
    341 to 345: Resisting Temptation
    346 to 350: The League of Dawn
    351 to 355: Searching South, The Crest is Completed
    356 to 360: Pressing Protection
    361 to 365: The Fall of Gereth, Selyra joins Lyradis
    366 to 370: Delving Deeper
    371 to 375: The Protecting Allies, Borlmyn joins Lyradis
    376 to 380: A Sickness Arises, Vassalizing of Abhaile, Grmanhil joins Lyradis
    381 to 385: Stability in Chaos
    386 to 390: The Kingdom of Serendel
    391 to 395: Completing the West Canal, Fighting Famine
    396 to 400: Fracturing the Faith, Claiming of Wenyavuk
    401 to 405: The Return of Requiem, Attack of the Sympol
    406 to 410: The Sinking Gas is Tamed
    411 to 415: The Vassalizing of Raankea
    416 to 420: The Vassalizing of Guilder
    421 to 425: The Empire of Dawn, The Titan is Started
    426 to 430: The Secret of the Wind Galley
    431 to 435: Preventing War, Wenyavuk joins Faedas
    436 to 440: Exploring the Past, Abhaile joins Lyradis
    441 to 445: Improving Infrastructure
    446 to 450: Exploring Faith and Fathoms, Triumph joins Lyradis
    451 to 455: Behold - The Titan of the Morning
    456 to 460: Ramhsa returns to Requiem
    461 to 465: Defending the Carmine from the Kell, Grmanhil joins Raaneka
    466 to 470: The Giant Pistol Shrimp is Tamed!
    471 to 475: Refurbishing the Grand Canal
    476 to 480: Fires Burn Brighter
    481 to 485: The Whispers of War
    486 to 490: The Sunset War Begins, The Grey Renders are Tamed!
    491 to 495: The Vassalizing of Tuvaak, The Puppet's Ploy
    496 to 500: The Vassalizing of Caramel, Peace is Signed
    501 to 505: The Temple of Ramhsa is Complete, The Ocean is Tamed!
    506 to 510: Jaaku Na is Banned from the Empire



    Previous Rulers:

    Ridion Serendel - | 10 | 10 | 10 | 10 | 10 | (Round 38 - Round 45)
    Myrida Serendel - | 10 | 10 | 10 | 6 | 8 | (Round 30 to Round 37)
    Girard Serendel - | 10 | 10 | 10 | 7 | 5 | (Round 17 to Round 29)
    Liam Serendel - | 8 | 5 | 10 | 4 | 5 | (Round 12 - Round 16)
    Lyra Serendel - | 10 | 6 | 10 | 4 | 7 | (Round 6 - Round 11)
    Gareth Serendel - | 4 | 3 | 5 | 1 | 4 | (Pre Round 1 - Round 5)


    Rapture
    Region U21
    []

    Population:




    Region Details
    Spoiler: Terrain
    Show



    There are three notable features in Rapture:
    • The Shrine of the Great Jelly -
    • Underwater Colony -
    • The Glittering Gulch -

    Spoiler: People
    Show
    The Jellyfolk.

    Spoiler: Resources
    Show
    [Good] resource of Blowstars.

    Need: Blowstars

    Spoiler: Religion
    Show
    The Jellyfolk worship the ocean, its currents the literal will of their God. The inhabitants of the great underwater colony worship Yphine and Ramhsa.



    Symphony
    Region U22
    []

    Population: 840,000




    Region Details
    Spoiler: Terrain
    Show

    Symphony is a stange name for an underwater region, but it was first named by explorers who recognized that it was a common area to find whales in the Lyrian ocean. This caused the area to be explored and what ultimately that led to finding the people that lived in the depths of the region

    There are three notable features in Symphony:
    • The Carapace - In Symphony, there is only one city in the entirety of its depths - The Carapace. The Carapace is the remains of a legendary crab of epic proportions - as large as a mountain. When it was alive, it must have been a monster equal to that of the Bale Frog of Ashenia, and it is awesome to behold. Whatever killed the beast, it has been dead for centuries, and the population of Symphony mainly resides within its protective shell, its insides have long since disolved or turned to coral, and now is a hollowed complex for the Sympholk to live in, work in, and protect. It has served as their protection for centuries. Submarines desending down to the reaches the Carapace rests will be able to see the brilliant shell, which glows an eerie blue. Perhaps the people that live within it slayed the beast long ago...
    • Circular Ruins - The ruins of an anchient outpost are located a few leagues south of the Carapace. The outpost is patterned like the spoke of a wheel, and at its center is a stone pattern similar to the stone circles located in various points around Telluris. What connection this stone circle might have with the others, it is unknown.
    • TBD

    Spoiler: People
    Show
    The Sympholk at first were hard to approach, as they fleed every time diplomats approached to speak to them. But when conquest came, and the Merfold, armored in the shells of Pistol Shrimp arrived, they provided no risistance, lauding the shelled ones as a holy sign. TBD

    Spoiler: Resources
    Show
    [Great] resource of Shuffling Vacua and one [Good] resource of Glowing Stone! The Shuffling Vacua are a fish that is in the form of a loop, that breathes by pushing water through its loop and a rapid rate, which allows it to breathe. Basically, the fish is one large living gill system. Glowing Stone is stone that glows blue, probably from the effects of the Bale Crab when it was alive, as it is localized to the stone around the Carapace, and has been mined to light the city.

    Minor resource of whales, and Mahaki Jana seem to have been spotted in the region, as they are on the surface, though not in large numbers.

    Need: Blowstars

    Spoiler: Religion
    Show
    Worship of the shelled creatures, worship of the ocean.



    Grmanhil
    Region 31
    [Governed by the Thunderhand Clan]

    Population: 67,000
    Military: 2,000 Land Units



    Region Details
    Spoiler: Terrain
    Show
    The region of Grmanhil is a region of rolling hills, dotted with forests and rocky flats and plains. The Orcs have taken residency in the hills, and their towns are centered around Hill Forts. To the south, west and north of Grmanhil the flater plains continue, and make travel easy between Grizzland, Raaneka and Qarimos. To the east, the is the Lyrian Ocean. The region is well known for three notable geographic areas:
    • Splashing Springs - Near the center of the region, in the heart of the rolling hills, rests the Splashing springs. These springs are Hot Springs that gush forth warm, clean water from the ground regularly. These springs are a place of peace for the Orcs, and it is forbidden to even raise a hand or voice in anger there.
    • Pale Sand Shores - The Grmanhil's shores along the Lyrian Ocean host a sizable amount of white sand dunes. The sand is fine and plentiful, and stretches across the entirety of the Eastern coast. Reeds and wildlife grow and thrive within the dunes, though the coast is often referred to as the "Blinding Coast" due to the stark color reflecting the sun.
    • The River Meander - A fat sluggish river makes its way along the northern stretch of plains in Grmanhil, which makes its way out of the hills in the south west all the way to the Pale Sand Shores. The river is somewhat deep, and easily fordable due to it's slow pace. The southern side of the river has been selected by the Orcs to begin a great project, to deepen the river for ship travel.

    Spoiler: People
    Show
    The people of the Grmanhil are Orcs, which are grey and green skinned humanoids, with enlarged canines protruding from their mouths. They are most commonly the height of a man but are more muscular. Eye color range widely from orange to blue to green to gold. The males do not have any body hair but female Orcs have black hair they keep braided. Grmanhilli Warriors favor large Two handed weapons. However, do not let an Orc's brutish appearance fool you - they have a love of art and poetry. In fact, most of Orcish history and legends have been recorded as Epic poems that are recorded on sheep skins. Also, uncharacteristcally, the Orcs of Grmanhil hold the Honey Bee as sacred creatures, as without honey, there is no mead. Most personnel disputes are Settled by Duel with a dagger called a stinger. It's blade is a spike shaped diped in a paralyzing poison. Grmanhilli wear wool clothing - women wear dresses and men wear kilts - most common colors are white, black, yellow, red and brown.

    Spoiler: Resources
    Show
    Resources:
    Though the lands may not be as impressive as the mountains to the north, the lands of Grmanhil are rich with Iron, which the Orcs mine to make their weapons, tools, and various other things. Due to the low light vision of the Orcs, they are perfectly suited for exploring the underdark in search of more Iron. Within the plains themselves are heards of sheep, that the Orcs shepherd. The Orcs use the wool to make thier clothing, as well as the ornate tapestries they produce, as well as mutton for food. Grmanhil Orcs are also known for their bee keeping, which the use to make honey, mead, and beeswax. Killing a Bee in Grmanhil will bring down an angry horde of Orcs upon your head, as they are sacred to the people. Last, Grmanhil has developed Glass as a resource by heating the white sands on their coast to create rich glasses.

    However, the Grmanhil Orcs while fine with toiling within the earth, or working with Bees and Sheep, refuse to farm. Perhaps they don't know how, or perhaps they do not care for it. Because of this, Crops are a needed resource for the region.

    Spoiler: Religion
    Show
    The people of Grmanhil worship their honored dead, which are those who have fallen in combat. They believe that if a warrior dies in honorable combat that they will be reincarnated anew.



    Selyra
    Region 32
    [Capital of the Kingdom of Serendel, and the Empire of Dawn]

    Population: 72,000
    Military: 2,000 Land units, stationed within the Titan.




    Region Details
    Spoiler: Terrain
    Show
    Selyra is a flat and rocky nation, in many places the soil hard and sparse. Because of this, the terrain of the region is easily distiguished into 3 features:
    • The Grasslands: The grass lands host a wide variety of grazing animals, including the most plentiful - Rhinos. It stretches acrossed much of the region, and it's tall grasses make the animals hard to spot, as they grow up to 6 feet in height. This can also make the lands a dangerous place, as predators lurk within the grasses, such as the Two-Tailed Tiger, among others. Even should you be able to avoid the predators, with grass so high, it is quite easy to lose yourself amongst the grasses, especially with no notable landmarks to rise up into the sky.
    • The Gaslands: To the west of the region, the grasslands promptly end in a rocky crag of upturned earth. Vents of gasses gape here and there along a line of raised and fallen earth. From these Crags, the heavy gas - Abyssium emits. It leaks out of the earth in a plume, only to fall back down and rest along the rocks. It gives the area a foggy look, and has a slight odor to it. Not many creatures live in this area, and prolonged exposure to this gas can cause suffocation. The crags themselves are named the Abyss, which the gas is named after.
    • Last, the Straight of Ethelos crowns the north of the region. It's clear blue waters are beautiful to behold, and dozens of islands dot the area. Oddly enough, the islands drift, and are not permenantly in the same location. It is unknown as to why the islands move around, but some say the islands are on the backs of giant turtles. No proof of such a claim has been discovered. The shores on Selyra's side of the straight are solid rock, with a light layer of sand overtop of it, and gray color. The area is prime for port cities, it's rocky foundation perfect for buildings, docks and the like. That combined with the steep incline of the ocean floor from the shore create an excellent place for ships to come in, and may be one of the main reasons the people of Lyradis landed here.

    Spoiler: People
    Show
    Being that there's not much in the way of trees or rock outcroppings, the natives of Selyra (or Dellevilys to them) live in thatch houses and dirt. Still these peoples are a very verbose people, despite their unrefined living arrangements. The Selyvites have narrow eyes, and light hair, and freckles. They dress and style their hair to blend into the grasses, in which they live. As the grasses are so easy to be lost in, they have their own ways of navigation, whether it be by smell and sound (the sound of the ocean, the smell of the gasses) or by markings and pathways on the ground. The Selyvites herd Rhinos, and hunt the creatures. When they kill a Rhino, they take great care in using the animal completely, ensuring to use each part for a purpose.

    Spoiler: Resources
    Show
    Rhinos, which can be used as Leather, Meat, or as a Mount
    Abyssium, which must be researched to use further, but is heavier than the air, and rests along the water's surface. It has an odor, and gives the area it emerges a foggy and surreal look. If completely in the fog, one over time would suffocate from lack of oxygen.

    Need: Crops, as the lands are unable to be irrigated, or planted due to the rocky soil of the region.

    Spoiler: Religion
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    Spirits, which are believed to exist in every living creature and thing. The natives of Selyra believe that one can dishonor the spirits by being wasteful, or by creating inbalance. The gaslands to the west are believed to be a place spirits are closer to the physical realm, and that staying there too long allows them to take the living creature to their realm.




    Borlmyn
    Region 60
    [Governed by Frist Serendel]

    Population: 93,000
    Military: 2,000 Naval units.




    Region Details
    Spoiler: Terrain
    Show
    Despite the lands of Borlmyn being barren described as barren, that is mostly due to it being a more arid climate than non fertile land. With cultivation, perhaps it could thrive. There are three notable features to the region:
    • Sea of Myn - An inland sea along the north of the region seperates Borlmyn from the majority of Selyra, save for a small stretch of land, known as "The Shallows". The Sea of Myn is affected by tides, and is salt water, as it is repeatedly filled as high tide water spills over the shallows from the Straight of Ethelos, and ocean proper. Because of this, much of the usual sea life is also found in this (mostly) inland sea. It is said that the Sea of Myn is where the first of the merfolk settled in this land.
    • Shores of Kaliside - The shore along the Carmine Sea is host to a large amount of Coral Reefs. They occupy the whole area and make much of the shoreline hard to land, due to the fluxuating areas where the shallows occupy. Still, if you have the right charts, accessing the port cities of Borlmyn should be an easy, if nerve wracking task. Just take care, the merfolk harbor the reefs as sacred. They see them as a place of worship to Mother Ocean.
    • Veridian Plains - The Veridian plains is a green, barren flatland that lies in the shadow of the highlands that make up Requiem, neighbor of Borlmyn. Much of the northern plains are murky and wet marshes from the tides of the Sea of Myn. The rest of the plain is barren, likely due to the lack of freshwater feeding the area. Perhaps with some irrigation from the river that creates the border between Requiem and Borlmyn, this land can thrive, but for now its a flat plains, and marshland.

    Spoiler: People
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    Along the coast of Borlmyn and in the marshlands of the Veridian Plains, a race known as the Mer live. The Mer-folk are amphibious, and appear differently depending on if they're in or out of the water. Whille on land, they are a pale blue and gray, but while in the water, their skin grows more vibrant, with blues, purples, and deep reds. Within the water the Merfolk's legs change. Their feet form longer flippers, and a membrane forms along the back of the legs that covers the space between, which allows for better swimming and manuvering. Fins rise off of the skin at the wrists. Merfolk breathe similar to Cloudiz, and have gills along their necks.

    In the plains, some tribes of Orcs and a few settlements of humans also reside, and have a trade system with the Merfolk and each other.

    Spoiler: Resources
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    Great resource of Giant Pistol Shrimp, which the Merfolk use as armor, for their tools and food. These shrimp inhabit the coral reefs along the strait, feeding on the vast schools of fish that congregate in the narrow passage. They use their snapping claws to stun small schools, then scurry out to capture the helpless fish and haul them off to their underwater caves. The merfolk have long lived in symbiosis with them, assisting to collect stunned fish and store them in the caves. The pistol shrimp, in turn, see the merfolk as allies against the coral eels. Coral eels grow only to be a few feet long and feast on small fish and normal sized shrimp. But when they reproduce, a mated pair burrow under the giant pistol shrimps dorsal carapace and lay their eggs. They are safe and protected on the giant creature. The shrimp cannot reach that region with their appendages. When the young hatch, they consume the pistol shrimp’s delicate insides as they grow. As the eels cycles are not all the same, this is a constant threat to the giant crustaceans. The merfolk tend their shrimp and keep them safe. Upon irrigation of the Borlmyn plains, sulfur that was later upgraded to Goldfire has become a resource from the region.

    Need: The merfolk require Fired Clay, for improved living residences. Currently, their caves and wood and reef built homes are impermanent, and generally only last a few weeks, causing impermanent settlements. Luckily, with the assistance of the Empire of Dawn, this is no longer an issue.

    Spoiler: Religion
    Show
    The ocean.




    Requiem
    Region 61A

    Population: 91,000




    Region Details
    Spoiler: Terrain
    Show
    Region Requiem is an old country, and with old countries come evidence of history. Many ruined temples, settlements, and buildings of unknown provenance are scattered throughout the countryside. Three main features dominate the landscape:
    • The Maelmord - The Maelmord is a crack in the Mountains of Discord that lies somewhere within the untamed wilds of the Discordian range. When the wind blows through the gash, it howls with an unholy sound, and is known throughout the land as an unnatural place. Few have explored its depths, and some believe the howling to be some foul beast or beasts that inhabit the crevice. Of course, this could all be superstition...and could all just be the howl of the wind...
    • The Lowlands - Sparsly populated, the lowlands provide most of the agriculture for requiem. The untended land is covered in thick, shaggy grasses and populated by partridge, rabbit, and fox. Fresh water is precious, and the multitude of small lakes and ponds fill and drain with the seasons. The land is well suited for raising horses. Farming settlements, often built in and around ruins, grow grains and raise chickens and other poultry. In the lowlands people tend to live within communities of their own ancestry, and not as mixed as in the capital. Despite this, there is very little strife between communities. Part of this is due to the Timekeeper. This is a vast column of rock stretching thousands of feet into the sky. Its rock is unlike any native stone. It is positioned in such a way that its shadow passes across a good portion of the lowlands each day, and varies with the seasons. Knowing the time and the date, a location within the lowlands can easily be determined. This makes land disputes virtually non-existent. Some speculate that this ancient marker has ties to the islands to the south.
    • The Ruined Capital of Old Lyradis - The region where the old capital lies is quite unique to that of the area around it. It appears that a volcano hundreds of years in the past errupted repeatedly, and caused ash to bury the region long ago, creating a thick layer over the hard rock of the Mountians of Discord. Because of this, over the course of centuries, the ash has become compact to be a material that is maleable to carving easier than that of the Hardened rocks in the mountain range. This site was chosen to be the location of the city due to these features, and unlike most cities that are built from the ground up, the old city had been carved out of the earth itself. After carving, the rock was repurposed for building other structures within the city, and now that Requiem has been reclaimed, the city is being refurbished to once again be a place of beauty and wonder!

    Spoiler: People
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    The Humans of Requiem have a long, and tumultuous past. Some are decended from those of Old Lyradis, having survived the Kell invasion, as well as the Salterri pushing the Kell back, and then the reclaiming of Requiem by their lost brothers who had escaped as refugees after the Kell/Lyr war. So, the population has become multinational. Jarrlanders, Salterri, Lyradissians, and even perhaps some relatives of the Kell (through forced relations) exist. Requiem is known now as a melting pot, holding loyalties to the Lyradissians, who they long had longed a reconnection with. Orcs are also very present in this land, and have blood ties to the Grmanhil, Bracia and Borlmyn Orcs to the East and North. The humans and Orcs are fairly used to each other, and even live within the same areas.

    Spoiler: Resources
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    Requiem boasts a Good resource of Horses, which are found in the aforementioned lowlands in Requiem. A Good resource of Clay is found around all the rivers and watery areas, presumably formed due to the ancient eruptions around the mountains of Discord. Finally, Requiem hosts a Good resource of Ironwood, which grows throughout the Mountains of Discord.

    Requiem requires food, as the lowlands are better for livestock and horses, rather than growing crops.

    Spoiler: Religion
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    Ramhsa. Minority of Ascension.




    Triumph
    Region 61B
    []

    Population: 80,000




    Region Details
    Spoiler: Terrain
    Show

    Triumph is the lands around a vast cylindrical cavern inhabited by massive plant. It appears most similar to root system of giant plant. These roots secrete a sap that dissolves soil in contact with it. This has created vast hollows along the larger roots. Numerous fresh water springs have been uncovered by the burrowing roots and drip, cascade, and flow along the roots before plunging into the depths.

    The region is inhabited by vast numbers of armored worms, which burrow and feast on the roots. Woodpecker bats have evolved to peck into the trunks to find these worms. Other bats have evolved to eat these. There are also the lurking demon spiders and cave scorpions to contend with.

    There are three notable features in Triumph:
    • The Mother Trunk: This is the central root of the plant. It lies at the center of a hollow cylinder roughly 4 kilometers across and 15 kilometers high. “She” averages half a kilometer in circumference. Countless thick roots stem off of the Mother Trunk and into the walls. Some are nearly as thick as the main trunk. It is along the Mother Trunk and the thicker offshoots that the Netherines grow.
    • The Cradle of Demons If one was to climb to the very top of the Mother Trunk, they would discover that the very top is a web of fine roots spreading out in all directions. These roots burrow into a rock ceiling of purest white, laced with deepest red. In the darkness, it brilliantly reflects any light shone upon it, and the red seems to pulse as well as glow. In the silence, sounds like muffled screeching and crying can be heard. Rumor is this is the passage to the realm of demons, held closed by the mother trunk. The silence does not last long, for in the web of roots lie the demon spiders. These arachnids grow to be a foot across, with nearly a four foot leg span. Their front two legs have evolved pincers which can sever a forearm of a normal human. Worse, they can weave sheet-like webs that allow them to drift down the vast chamber and hunt for food; which they paralyze and drag back up to the Cradle. Its said that the cradle lies somewhere below the crack known as the "Maelmord" in Requiem...
    • The Dead Pool At the very bottom of the central well lies the Dead Pool. The floor of the cylinder has collected the waters of the exposed springs above into a lake the entire width of the chamber. It is dark, and cold, and of unknown depth. Mother trunk descends into it. Despite the fresh water pouring into it, the water itself is toxic to all who drink it. It stains the stone-skin of the natives a deep red if they touch it. The stain lasts for weeks. If a normal person touches it, it will cause blistering and swelling of the skin, which could prove deadly if not treated.

    Spoiler: People
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    The people simply call themselves ‘The Victorians’. Visitors to the realm simply call them the Stone-Skinned, or Stonen. They appear to be human, though of shorter stature and thicker of build. Their skin seems to be some kind of hard, craggy stone, though it is nearly as flexible as normal human skin. Despite living underground, their eyes are not overly sensitive to light. They have the ability to extrude stone claws from their hands and feet, to assit in climbing up and down their realm. However, to use them in combat is seen as dishonorable.

    The Victorians may once have been surface dwellers, but hundreds of years ago traveled down to the underground, due to a disaster, dated about 200 years before the cataclysm. Still more are newer members to their society - refugees from Old Lyradis who hunkered down in Triumph when the Kells invaded.

    Victorians dwell in homes built from weaving the strong roots of the Mother Trunk. Their hardened skin protects them from the corrosive sap. Most are engaged in growing and harvesting Netherines and wood. Some raise domesticated woodpecker-bats for food as well. A few hardy souls explore the new openings constantly being revealed by the burrowing roots. There they uncover the metals, hard stones, and gems that they trade. Affluence is determined by their home’s proximity to the Mother Trunk.

    It is inevitable that roots from the Mother Trunk eventually pierce the surface. Natural light burns them away eventually creating holes big enough for the Stonen to leave the caves. They previously did little trade with the surface, as Triumph had been cut off from the surface, but now they have opened back up to trading.

    Spoiler: Resources
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    Good resource of Netherine. Netherine is a fruit that grows from the Mother Trunk's roots. Instead of thriving on light, this enormous plant somehow thrives on darkness, and thus cannot grow where light from fire is found in abundance, such as at the light from the sun, or a burning fire. However, these fruits glow a soft blue light that doesn't seem to bother the roots. Eating Netherine for a prolonged amount of time hardens the skin as if made of a craggy stone - one that the citizens of Triumph have found invaluble to protecting them from the dangers of the deep.

    With proper motivation and external trade, the people of Triumph could develop gemstone resources quickly.

    What their society lacks is any suitable draft animal. If a creature that could withstand the corrosive sap and steep climbs of the cave systems be found, their society could prosper. For example...Goats.

    Spoiler: Religion
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    Most of the Stonies hold the belief that the Mother Trunk is a sentient being that provides for them. She protects the Cradle of Demons from ever opening. They honor her by using her resources as sparingly as possible.

    There is a legend that the Stonen were once surface dwellers. In their hubris, they opened a portal to a realm of evil. In the battles that followed, their surface lands were destroyed. They sacrificed their city to a fire spirit to summon the Mother Trunk. She contained the evil, though their surface lands were covered in fiery destruction. This seems to line up with the time hundreds of years ago that the volcano covered Requiem in ash centuries ago.

    Still, others practice the anchient religion of Ramhsa, and this religion has now spread to the rest of the Empire of Dawn, being the ancestral religion of their people.

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  21. - Top - End - #21
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    Default Re: Empire! The Lands of Telluris (the fluff beyond the crunch)

    NORTH LYRADIS
    Lesser Vassal to the Kingdom of Serendel

    Lyradis
    Region 13A
    [Capital of North Lyradis, Ruled by Robert Serendel, III]

    Population: 142,000
    Military: 1,000 Land Units, 1,000 Ocean Faring Naval Units, 3,000 Griffon Riding Air Units



    Spoiler: Terrain
    Show
    The region of Lyradis is located in a tropical climate, and boasts a wide variety of geography that both affects and is affected by other regions in the area. Due to the mountain range that spans much of the country, much of the land takes on a more temporate climate despite its location in a tropical zone. It is bordered on the east by a large ocean, which Lyradisians call the Lyrian Ocean. The western portion of the region is ranged by the Mountains of Dis. The region got its name for being between the mountain range and the ocean. The western highlands are east of these mountains, and are a series of hills known as the "Children of Dis".

    Within the region, there are three features of note:

    • Aldric's Crest - Lyradis is best known for its immense plateau within the heights of the Mountains of Dis, known as Aldric's Crest, or often simply - "The Crest". The plateau stretches from the northern border to the southern border of the region, and much of it is inaccessable by the unskilled climber, or the over burdened traveller, especially to that of the western nations, and serves as a natural defence for the region. The plateau begins rising from the northeast, and so is most accessible there. There are several small lakes in the depressions atop the plateau. While the Crest serves as a wonderful natural defense for the people of Lyradis, it also serves as a major impediment for travelling between the high and low lands.
    • The Children of Dis - This expanse of hills house much of the fertile land of the country, and boast a thick and lush forest, fed by the rivers that come off the mountains, and the common rainfall from the weather. Much of the contents of these forests is largely unexplored. The forest cuts off into a curved plain as the Highlands approach the Mountains, and this hosts a small population of wild horses, some of which have been tamed and used.
    • The Salt Marshes - Much of the southern lowlands that are along the coast of the Lyrian Ocean consist of the Salt Marshes that form from the tidal movement. The soil becomes more fertile in the highlands or the farther north you go.

    Spoiler: People
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    Many a people avoid contests of stamina or strength with Lyradisians, as they are known to be a hearty folk. The higher altitudes, the amount of manual labor and ways of travel within the country give the citizens of Lyradis a thicker build, tanned skin, and higher constitution. Generally hair color is of a brown or black color, and eyes are generally greens and browns. Lyradissians are known to be stubborn, headstrong, and loyal. It’s been said that if you put a mountain in the way of a Lyradissian, he’d rather climb up or dig through than go around it. In other words, give a Lyradissian a job, and they’ll complete it one way or another, even if the task is monumental. Given enough time that is. Last, Lyradissians are very curious in nature. It isn't uncommon for Lyradissians to travel to other countries, or groups to go to unexplored regions. If they encounter something they don't know about, curiousity dictates they figure out how it works. While being known for strength, Lyradisian's are known more for their craftsmenship than thier military. Lyradissian's are very accepting of other cultures and religions, especially since they've had a long standing interaction with the Dwarves of Razdis (some of the populations have even begun to intermarry).

    Spoiler: Resources
    Show
    Lyradis' high and lowlands host an ample amount of clay deposits, which have been utilized in various ways, such as ceramics, brick, and armor. As such, most of the region's buildings are made from stone, clay, or brick (or limestone imported from Razdis) rather than wooden and hide huts, and has centered Lyradis in the study of geology and architecture. On a meteorological note, Lyradis gets a lot of rain as the weather patterns from the ocean to the east come up against the height of the Crest and neighboring mountains. This feature might account for some of the reason why areas west of the region might have less rain, as the Crest keeps much of the rain from entering the continent from the east. This allows grain farms and orchards to thrive within Lyradis with most farming on top of the Crest or in the highlands, though there is some in the Northern low lands as well. Fishing in the ocean is another of the nations minor resources for food. While there are forests in the region, trees are used sparingly, and not exported or used heavily in the current. Much of Lyradis has been untapped or undiscovered as much of the terrain is hard to navigate or unexplored. Now that Lyradis is cemented as a nation, and has an organized leadership, its attentions turn inward to improve on discovering more of the territory, and what it contains. Lyradis' most known resource isn't an object for trade, but rather, the people themselves. The Craftsmen of Lyradis possess a knowledge and skill for crafting, building and engineering. Grey Renders, a creature that dwells in the forests of Lyradis, have been tamed to live as family units with soldiers for the protection of Lyradis.

    (Summary:
    Resources: Clay based objects, Grain, and Craftsmen
    Imports: Metals for Tools)

    Spoiler: Religion
    Show
    The people of Lyradis have for many years been worshipers of the Lord of Fire, but the Kingdom is not run through Religous state of rule. This, along with the close relationship with the dwarves who reside below Lyradis, have caused the region to become more accepting of other religions, instead of believing in the Lord of Fire primarily.

    Spoiler: Technologies
    Show
    See the Rules and Administrations thread.


    Govenment: Lyradis’ Monarchy government is in a unique set up, some of which pertains to the regions geographic layout. The region has been ruled under a successive line of kings for over 9 decades, and many of the contesting families from the unification of Lyradis have long since been quieted or been married into the ruling family…but not all. There are still some strong families that are either vying for merging with the royal line through marriage, or to become a new dynasty of rule. The most prominent of these families are named: Jarryme, Saltier, Cordris, Farridan, Vennridis, Merrilyr, and Del Tallit. The “Del” before Tallit means that there is some Royal blood in the family line. The royal line of Lyradis has had a long standing alliance with that of the Dwarves of Razdis.

    In terms of succession, each child has equal claim for the crown. This is because instead of the eldest becoming the next in line, the current ruler instead choses the one that is shown to be most capable shall succeed him (or her), and merit is generally the way of trial for the crown. Due to this, those in line for succession usually head projects to better the kingdom. The dynamic of the rest of the country is a sort of feudal system, though guilds are just starting to be introduced for specialized work.

    Alliances - 90 year alliance with Razdis - Trade of Lyradisian Grain for Razdissi Coal.



    The Domhan Abhaile
    Region 19
    [Ruled by Robert Serendel, II]

    Population: 132,000
    Military: 4,000 Land Units






    Spoiler: Family Tree
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    Naomh Ciallmhar Sheenan(Male, Aged 63 at death) - Unknown
    |
    Naomh Fionn Sheenan(Male, 45) - Lady Fiain, Maeve Sheenan(Female, 43)
    |
    Keelin Sheenan(Female, 3)




    Region Details

    Spoiler: Terrain
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    Domhan Abhaile sits between two major geographic regions. To the Northwest, the Frostpeaks, which rise out of the Mountains of Dis, separate the nation from much of the rest of the world. To the Southeast, the Lyrian Ocean provides the regions greatest source of food. The region is well known for three notable geographic areas:
    • Toirneach Mountain - In the farthest mountains north of the region, the Toirneach Mountain looms above the rest of the Frostpeaks. It is a place of storms and constant lighting and is where it is told by the Priomhcine that the Great Spirit of Earth dwells. The stories say the spirit wages a constant battle with the forces of winter. It is surmised that these storms may be similar to the magical storms within Guilder's peaks to the south: possibly even a similar phenomonon.
    • Crannmor Forest - Along the central band of the region is the Crannmor Forest, a great swath of trees older than the history of the people that dwell among them. The Priomhcine believe it is the place where the Oak and Holly Kings live, and the forest is a domain treated with respect, though it is also a proving ground for many of our young folk. Each time a tree is cut, another is planted. Ceremonies of thanks and offering go to the spirits when a tree is cut, and many important relics of the region are made from wood due to its reveered nature.
    • Samhas Swamps - Along the southern border with Guilder is the Samhnas Swamps, a treacherous place of death and spirits of decay. The place reeks of death and rot, and only one safe path is known through it to the southern lands of Guilder. Many foul beasts lurk in the waters, and most find it more worth it to navigate around the swamps by sea or by the highlands to the west.


    Where Crannmor, Samhnas, and the foothills of Toirneach all touch the capital city on the sea, Calafiort.

    Spoiler: People
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    While Domhan Abhaile is the name of the region, its inhabitants name themselves the Priomhcine, or 'First People' in common tongue. Their skin is fair, and have a they have a hardy stock to them. Typically, the Priomhcine have red or brown hair (and often is braided - men braid their beards, women their hair), and brown or blue eyes. Many of the designs and ornaments within the braids of a Priomhcine have special significance. When a youngling completes their first hunt, or two people are lifebonded, or other such momentous occasions, they will often add a braid or ornament of some kind to commemorate the occasion.

    Spoiler: Resources
    Show
    The Lyrian Ocean to the east provides an ample resource of fish, which is one of the regions main resources. The Crannmor Forest provides large quantaties of wood with which are used to build ships, homes, and many other things. These resources are viewed as gifts from the great spirits. The Priomhcine are also skilled herdsmen, and have large heards of goats. The pelts from the goats are used for rugs, clothing, even tanned as leather, and their meat feeds the nation.

    While goat pelts may clothe a person, and keep them warm, the Priomhcine people wish for finer clothes amongst merchants who visit the region. As such, Cotton, silk, or other finer garment materials are highly sought.

    Spoiler: Religion
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    Judging from its geographical location, it is no great wonder that the Priomhcine worship the spirits of the Earth and the Ocean. The spirit shamans traditionally keep their bodies completely hairless. The shamans place special importance on the spirits of water and earth - the beating heart of the mountain and the mighty bosom of the ocean. Some even joke that the great spirits should be called the Lords of Earth and Water!





    The Tuvaak

    Selyra N32, NPC Nomad

    __

    Harbinger Uyarak Suluk-Tukutkaa

    Current Stats:
    Diplomacy: 4
    Military: 10
    Curiosity: 4
    Faith: 4
    Luck: 5


    Spoiler: Original Stats
    Show
    [Link to Original Rolls]
    Original Stats:
    Diplomacy: 3
    Military: 4
    Curiosity: 3
    Faith: 4
    Luck: 3


    Population: 74,000 + 3000 (as of round 46)

    Spoiler: Demographics
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    Humans-15%; Fae/Faeblooded/Demi-humans-20%; Merfolk-10%; Goblins-10%; Kobolds-10%; Orcs-30%; Misc Bestial-5%.


    Spoiler: Resources
    Show
    Landstriders (Tuttukpak) are the main domesticated animal, used as horses are. The Landstriders are gentle but very protective creatures. They are very tall reaching up to a height of at least 20 feet tall for the adults and the offspring at least a height of 10 feet tall. They are designed to run as fast due to their long legs. They have tooth-like projections running down the caudal side of their upper forelimbs that are used for defense. They have thick whisker-like projections on their faces, and some strange projections that resemble rabbit ears that appear to be extensions of the scapula. When the Landstriders come into battle they have an appendage-like stinger that comes out of their mouth. When they duel with their enemy, they let the stinger come out. When the creatures whip their head and send their stingers flying they send a jolt of electricity through their enemy wherever they sting them. They also use their long weapon-like legs to push or hit enemies.
    -"Naniitchuk" - Sugar cane distilled liquor. Sweet/Pleasant but extraordinarily potent; Very Flammable. Please drink responsibly.
    -Leathers from various hunted beasts


    Spoiler: Military
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    2,000 - Clanships
    4,000 - Selyra


    Spoiler: The Harbinger
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    The current harbinger is Uyarak Suluk-Tukutkaa. He earned his name and honor through his grand attacks on flying beasts. He specialized in climbing on the beasts backs and breaking their wings, bringing them down for the kill. When the last Harbinger grew older, he brought the clans together and asked for a challanger. Tan'Gerrliq Nalupkinaktuk was a beloved Harbinger, and at first nobody challenged him. The people wished for him to continue his benevolent rule. He addressed the clans about the world changing, times of trouble ahead and that they would need a new leader. A younger Tuvaak with a fresh outlook that would see their people to further prosperity when they came out to the world at large.

    Uyarak challenged Tan'Gerrliq after hearing this. He wanted to bring the honor and glory of the Tuvaak to all peoples of this world. With a heavy heart, he stood before the elder elf, armed with his great-axe while Tan'Gerrliq took up his legendary longbow. The people looked on, confused that the elder had brought only one arrow with him, but not doubting he needed only one. The duel began and ended in less than 5 seconds. Tan'Gerrliq shot his arrow, burying it in the shaft of Uyarak's axe, between his two hands. He dropped his bow and claimed defeat, for he had no weapon to fight with. The symbolism was not lost on anyone. Tan'Gerrliq remained strong and skilled, but was wise enough to know that things were about to change, and the Tuvaak must change with it; begining with a new Harbinger.

    Before re-joining the ranks of the hunters, he left Uyarak with a final statement to ponder. "I was always just a hunter, even as Harbinger. It is what our people wanted and needed. Now they will need something else which I have no mind for. It is up to you to figure out what that will be, for I know not. Be warned, young one, civilized men will prove more dangerous to us than any beast or even Nunani, the demon who sleeps."


    Spoiler: Family Tree
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    Community upbringing has leaned the culture towards biological parents being unimportant. The strongest and respected hold leadership positions, bloodlines are moot. All are brother, sister, father, and mother. Specialized caretakers who receive newborns keep records to prevent inbreeding; a mating couple must first seek approval from their Shepherd. Wisdom is passed down by word of mouth but also written into stories weaved by clergy. Harbingers pass down their wisdom and follies to the next Harbinger, if he is not killed first.

    Spoiler: Terrain
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    Land nomads


    Spoiler: History
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    Long ago, the Tuvaak were part of a different peoples. Originally of the Clanships, they splintered off under the philosophy of bettering the mind and body above pursuing peace with others. They preferred isolation from civilization and other tribes, hunting great beasts to prove their might. They sought to be spiritual philosopher-warriors longing to find the biggest and baddest thing with fangs and claws to put down or dominate for honor and glory. Physical strength as well as mental discipline are paramount to the Tuuvak. Enduring the elements, dominating, breeding and slaying beasts, and keeping out of the affairs of the world at large were all the people cared for as long as they can remember. Since the schism, their numbers have grown exponentially. They accepted all humanoids into their tribe as long as they proved themselves worthy. Now, world is changing, becoming smaller, and word has reached the people of a dragon king; a kill that would send any Tuvaak into legend. They cannot and will not stay isolated any longer. The Tuvaak seek to make their strength and honor known and to move about mother earth without molestation. They will not abide a kingdom lead by a monster.


    Spoiler: The Culture
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    • The strongest rule and hold that position through respect and strength – “Shepherds” for individual clans, “Harbinger” for the overall leader of clans.
    • Leaders are subject to others openly challenging them to single combat – the rules to be decided between combatants
    • Rulers are advised by clergy
    • The people are all called to duty by the gods living in nature, whom are served by the clans, regardless of where they are.
    • Citizenship is dictated by meritocracy. You must be socially accepted. Race, gender, ethnicity, etc. are not variables taken into consideration.
    Culture fixated on self betterment (strengthening) through “monster-slaying"
    • Honor/Shame based culture
    • Killing or taming a great beast brings great honor to one’s name
    • Unnecessary cruelty to hunted or tamed creatures is taboo; Either kill it or tame/care for it
    • Assassination, murder, backstabbing, sneaking, hiding, etc. are all extremely dishonorable
    • Politicking is generally frowned upon but understood as a necessity in some cases (such as dealing with outsiders)
    • Arrogance/Boasting/etc. is frowned upon
    • Level-headed people, not war-like; Strength is celebrated, not flaunted. Warring with humanoids is distasteful, save the blade for beasts
    • This does not mean the people are cruel towards animals, pets are very common and welcome
    • Breeding (new) types of beasts is a prestigious profession. Long tradition of experimentation with animal husbandry
    • Gender equality
    • Weakness is frowned upon
    • “An eye for an eye” makes up the justice system
    • Farming is not a thing, foraging and gathering what nature provides
    • Strong sense of community


    Spoiler: Religion
    Show
    • Spiritualists, worship nature
    • Faith referred to as: “The Truth”
    • “Druids/Shamans” make up the clergy, no gender restrictions
    • Druids concentrate on the physical world and Shamans on the unseen spiritual world/afterlife
    • Each aspect of nature is represented in their pantheon, including “the beyond”
    • Believe the earth was made for the people by the Sky Father, who also created humanoids. We are the supreme race and therefore the example; beasts are to be tamed or killed for glory
    • Cultural and religious norms overlap. Ravaging the land/torturing beasts are punishable acts
    • Live in harmony with nature (beasts are still meant to be killed or tamed)
    • Never take more than what you need from the earth



    Spoiler: Technology
    Show
    None
    Last edited by TheWombatOfDoom; 2015-07-13 at 09:39 AM.
    Scientific Name: Wombous apocolypticus | Diet: Apocolypse Pie | Cuddly: Yes

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  22. - Top - End - #22
    Barbarian in the Playground
    Join Date
    May 2014
    Gender
    Male

    Default Re: Empire! The Lands of Telluris (the fluff beyond the crunch)

    The Yong Prefecture
    Regions 134, 135 DurkBlanston
    Lesser Vassal to the Caercian Consortium and the Salterri Imperium

    Prefect Yong Kim Huan
    Protector Yarix of Dong Bu Dosi
    Protector Wu Ping of Nan Hai Nian


    Resources/Trade
    Spoiler
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    Nan Hai Nian
    • Rice [Good]
      • Silk (Nyroth) [Round ??]
      • Chickens (Bjurnja)[Round 27]
      • Cactus (Wyrmar) [Round 27]
    • Leviathans [Good]
      • Available
      • Available
      • Available
    • Cocoa Nuts [Good]
      • Available
      • Available
      • Available



    Dong Bu Dosi
    • Nightcrackle Lichen [Good]
      • Grain (Minotron) [Round 27]
      • Available
      • Available
    • Spirit Crickets [Good]
      • Tribute (Cas-Teire) [Round 27]
      • Available
      • Available



    Population and Armies
    Spoiler
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    Nan Hai Nian - 102,000 [2,000 Nan Hai Land Troops]
    Sterkelv - 91 [0 Troops]


    Government
    Spoiler
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    The Yong Prefecture is an Aristocracy and Lesser Vassal to the Caercian Consortium and the Salterri Imperium. It's capital is in Nan Hai Nian.

    The Prefect Yong operates as the liaison between the aristocracy and the King of the Caercian Consortium. He is given administrative and limited executive power with the majority of political power remaining in the hands of native nobles and Dun representatives. The Protectors of the Yong realms are appointed by the Caercian King to hold ultimate military authority in the region and nominally subject to the Prefect with ultimate allegiance to the King of the Consortium.

    The majority of the Aristocracy in the Prefecture are titled Lord and Lady with their power varying from equivalent to a Caercian Baron to a Carmine Duke. No concentrated effort has been made to assign more Caercian titles to the Aristocratic families though a list of a few of the more important noble families has been made.

    Protectorate of Nan Hai Nian - Protector Wu Ping (B. 423)
    House Wu - The supposed line of the legendary Nan Hai historical figure Wu Yong. More or less rules the capital city of Wu Cheng.

    House Gao - A new house that emerged from the discoverer and cultivator of Cocoa Nuts into a feasible exportable treat.

    Protectorate of Dong Bu Dosi - Protector Yarix (B. 437)

    House Zui'Biao - A cousin house to the ancient House of Zuiguo that founded the Greatest Kingdom of Zuiguo this house fell on hard times and was forced to try and start again in Dong Bu when it was colonized by the Zuiguo. When the Caercian conquered the region and adjoined it to Nan Hai to create the Prefecture the house decided to stay and risk their new master than try and return to Dong Nam Dosi and be conquered again.

    *The Dun do not seem to use Family Houses or even family names as human and Minotine cultures do, their caste system serving as their internal structure. Protector Yarix is from the Gund Caste, the caste that produces most of the Dun's troops.


    Nan Hai Nian (134)
    Population: 103,000
    Lesser Vassal to the Caercian Consortium



    Terrain
    Spoiler
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    Nan Hai Nian has a varied and extreme landscape. Situated in a temperate zone, the lowlands around the coast are relatively pleasant, and many of the settlements in this area lie in these more comfortable zones, but ever present on the western horizon are the Yong Shan, the Forever Mountains. The Yong Shan forever casts its shadow wherever the sun might direct it to, snowy peaks visible from anywhere within the region. The Mountains are the home to the awe inspiring Leviathans and the capital city but little else, cold and massive as they are.

    On the northeastern coast many inhabitants make a living upon the waters of Shou Nanren, the Thin Man, a narrow inlet from the greater sea which is rich in diverse life and offers a sheltered harbor for boats and ships. The Xiānzhī de liǎng'àn, Strait of the Prophet, is a disputed territorial claim of Nan Hai Nian, contested with by the northern neighboring region over who lays claim to the ancient religious holy site and strategic inlet for allowing access to the sea from the Shou Nanren.

    The population centers of Nan Hai Nian tend to lie along the coasts in small villages and in the interior among the ricelands. The capital of the region however, Wu Cheng lies on the side of the Yong Shan mountains, high above the rest of the region. Rice shipments and other tribute, intended for the yearly return of the Leviathans but sent in such amounts as to keep the nobles happy and their promise of protection keeps the locals sending tribute. Almost a third of the population lives in Wu Cheng, benefiting from the rich cultural, religious, and economic prosperity of the city and the prestige it grants. Within Nan Hai Nian there are no other settlements to truly compare as cities and the rest of the population lives in the fishing or farming villages throughout the lowland countryside.


    People
    Spoiler
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    Caercian settlers were shocked when they arrived on the coasts to find a race of humans similar in many ways to the Salterri and the Caercians themselves. Though lighter of skin, more golden than tan, the people in the region seem strongly reminiscent of those in the far east within the Imperium. The native populace speak a language most closely resembling ancient Salterri and communication was slowly established by religious scholars who had chosen to join the expedition. Though Caercian settlers have remained largely separate from the native populace, knowing full well their goal is only to establish contact and a forward base for the Imperium Proper, there has been some limited interaction with the natives.

    They appear to be shorter on average than those of the central continent, and as previously mentioned lighter of skin, their eyes and hair are dark and straight, similar to the Caercian's own but quite different from the curlier hair of Pavonian and Sterkelv men and much different than the tight curled hair of lower born Salterri and those of Triumviral populations. The common folk males tend to grow straight, short, simple beards and mustaches or no facial hair at all, nothing in comparison to the bushy or braided styles of the Sterkelv, prefering elegance over size. The common women tend to keep their hair back or cut short, and the thin frames of both sexes makes distinguishing a commoner of one sex or the other very difficult. The leaders of the population tend to have different trends, the men grow long, straight beards that don't connect to thin, waxed mustaches. The noble women wear their hair long, seemingly never having it cut, and put it up in elaborate buns and braids to keep it from becoming overly cumbersome.

    Population Distribution
    Wu Cheng - 35,000
    Various Villages/Farms - 68,000


    Resources
    Spoiler
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    The primary resources of Nan Hai Nian are the Leviathans of the mountains, and the vast Rice fields and crops of the lowlands. The Leviathans of Nan Hai Nian are an important, if largely mysterious and avoided resource. The Leviathans are large, gray-blue whale-like creatures that reside high within the mountain ranges and once every two years descend to reap harvest of rice and other foodstuffs offered as tribute from the lowlands. Originally the Leviathans descended all the way to the ancient rice fields, even before the rice was cultivated by human hands, and consumed the plants directly, wrecking the land with their hunger. When the first humans came to cultivate the land they were said to have many been killed by the hunger and size of the Leviathans, but needing of the land the people persevered, only to be struck again two years later. It is said that a great leader, Wu Yong, of whom the ruling nobles of Wu Cheng are descended, gathered before the next Leviathan harvest a great tribute from the lands and set it upon the mountains that the beasts might not descend. When the Leviathans came not for the fields the people returned to place upon the mountain where the tribute had been lain and saw it had been eaten.

    Stories vary about whether Wu Yong went on to tame a Leviathan and ride it into battle and into wars for a great Empire but the stories all agree he founded the city of Wu Cheng and that his method is still what is used today to keep the Leviathans at bay.

    The people of Nan Hai Nian are lacking silk but the nobles demand it, noting it was the ancient ways of nobles to dress in silk. Currently this request is not being met by any trade partner.


    Religion
    Spoiler
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    The majority of the population follows the tenets of [Ancient Salterri Religion] though much has been lost as contact with outside powers has diminished over the years and Wu Cheng has become increasingly isolationist. Colonists were however shocked to find a minority of adherants to the Hailings of Silver Sea being apparently an ancient small tradition within these lands.


    Technologies
    Spoiler
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    None


    Dong Bu Dosi (135)
    Population: 91,000
    Lesser Vassal to the Caercian Consortium



    Terrain
    Spoiler
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    Dong Bu Dosi, commonly shortened to Dong Bu, holds the highest peak and tail end of the Yong Shan mountain range. The tallest peak of the range, Mt. Nop-San , is visible from anywhere within the region and is speculated to be the tallest mountain in the hemisphere, if not the world. None of the native Dùn live in this region, finding the cold mountain air disagreeable to their temperament.

    The Pokeu Gange, Forked River, is the primary freshwater source in the region and the central vein around which the population of Dùn has congregated. Originating in the Yong Shan range the Pokeu travels slowly through the central portion of the region leading out to the Sea of Dùn between Dong Bu and Ri Chugang. It is along the banks of the river and around the Sea of Dùn that the majority of the natives make their home.

    In the northern portion of the region the mountainous lands level out, becoming hilly and then evolving into vast plains and steppes referred